Files
ZYZ/game-server/app/servers/role/handler/heroHandler.ts
T
2021-11-08 17:47:30 +08:00

722 lines
31 KiB
TypeScript

import { Application, BackendSession, ChannelService, HandlerService, } from 'pinus';
import { handleCost, addItems, unlockFigure, createHeroes, createHero, CheckMeterial } from '../../../services/rewardService';
import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService';
import { resResult, deepCopy } from '../../../pubUtils/util';
import { STATUS } from '../../../consts/statusCode';
import { HeroModel, Connect, HeroSkin, HeroUpdate, EPlace } from '../../../db/Hero';
import { CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ABI_STAGE, DEBUG_MAGIC_WORD, HERO_INITIAL_QUALITY, REDIS_KEY, TASK_TYPE } from '../../../consts';
import { RoleModel } from '../../../db/Role';
import { ItemModel } from '../../../db/Item';
import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getFriendShipById, getFavourLvByExp, reloadDicParam } from '../../../pubUtils/data';
import { ItemInter, RewardInter } from '../../../pubUtils/interface';
import { getDropItems, FIGURE_UNLOCK_CONDITION } from '../../../consts/constModules/itemConst'
import { pushComposeOrangeHero, pushHeroQualityUpMsg, pushHeroStarMax, pushHeroWakeUp } from '../../../services/chatService';
import { calculatetopLineup, calEquipSeids } from '../../../pubUtils/playerCe';
import { PvpDefenseModel } from '../../../db/PvpDefense';
import { checkTaskWithHero, checkTask, checkActivityTask } from '../../../services/taskService';
import { EquipModel, EquipType } from '../../../db/Equip';
import { checkEquipCanPut } from '../../../services/equipService';
import { pick } from 'underscore';
export default function (app: Application) {
new HandlerService(app, {});
return new HeroHandler(app);
}
export class HeroHandler {
constructor(private app: Application) {
}
// 武将碎片合成
public async compose(msg: { hid: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let serverId: number = session.get('serverId');
let { hid } = msg;
// 检查是否存在武将
let hasHero = await HeroModel.findByHidAndRole(hid, roleId);
if (hasHero) return resResult(STATUS.ROLE_HERO_EXISTS);
// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
let dicHero = gameData.hero.get(hid);
if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let { pieceId, quality, pieceCount } = dicHero;
// 碎片数量是否足够
let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: pieceCount }]);
if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
// createHero
let { heroes } = await createHero(roleId, roleName, sid, serverId, { hid, count: 1 });
pushComposeOrangeHero(roleId, roleName, serverId, heroes[0]);
return resResult(STATUS.SUCCESS, { curHero: heroes[0] });
}
// 武将升级
public async lvUp(msg: { hid: number, type: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
const serverId = session.get('serverId');
let { hid, type } = msg;
let addLv = 0;
if (type == 1) {
addLv = 1;
} else if (type == 5) {
addLv = 5;
} else {
return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR);
}
// 计算武将可以升的级数
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let { lv: playerLv } = await RoleModel.findByRoleId(roleId);
let { lv: oldLv, exp: oldExp } = hero;
if (oldLv >= playerLv) return resResult(STATUS.ROLE_HERO_LV_OVER);
if (oldLv + addLv > playerLv) addLv = playerLv - oldLv;
let nextExp = getHeroExpByLv(oldLv + addLv - 1);
let needExp = nextExp - oldExp;
let newExp = oldExp;
// 计算得材料可转换的经验
let originalConsumes = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.EXP);
let material = new Array<RewardInter>();
for (let { id, count } of originalConsumes) {
let dicGoods = gameData.goods.get(id);
if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let _count = Math.ceil(needExp / dicGoods.value);
if (_count < count) {
material.push({ id, count: _count });
newExp += dicGoods.value * _count;
break;
} else {
material.push({ id, count });
newExp += dicGoods.value * count;
}
}
if (newExp == oldExp) {
return resResult(STATUS.ROLE_EXP_NOT_ENOUGH);
}
let newLv = getHeroLvByExp(newExp);
let costResult = await handleCost(roleId, sid, material);
if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let update = {
lv: playerLv > newLv ? newLv : playerLv,
exp: newExp
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.LVUP, sid, roleId, hero, update);
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_LV, hero, [oldLv]);
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.HERO_LV, 1, { hid, lv: update.lv });
const curHero = {
hid, lv: hero.lv, exp: hero.exp
}
return resResult(STATUS.SUCCESS, { curHero });
}
// 武将升星
public async starUp(msg: { hid: number, star: number, starStage: number, isOneClick: boolean }, session: BackendSession) {
let roleId: string = session.get('roleId');
const serverId = session.get('serverId');
let sid: string = session.get('sid');
let { hid, star, starStage, isOneClick } = msg;
// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
let dicHero = gameData.hero.get(hid);
if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let { pieceId, jobid } = dicHero;
let dicJob = gameData.job.get(jobid);
if (!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let { star: oldStar, starStage: oldStarStage, quality } = hero;
if (oldStar != star || oldStarStage != starStage) {
return resResult(STATUS.WRONG_PARMS, { oldStarStage, oldStar, star, starStage });
}
if (oldStar == HERO_GROW_MAX.STAR) {
return resResult(STATUS.ROLE_STAR_REACH_MAX);
}
// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
const curDicHeroStar = getHeroStarByQuality(dicJob.job_class, quality, oldStar);
if (!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let newStarStage = oldStarStage;
let max = isOneClick ? ABI_STAGE.END : oldStarStage + 1;
let check = new CheckMeterial(roleId);
for (let i = oldStarStage; i < max; i++) {
let isEnough = await check.decrease([{ id: pieceId, count: curDicHeroStar.advanceUpFragmentNum }]);
if(!isEnough) break; // 消耗不足
newStarStage++;
}
if (newStarStage == oldStarStage) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let consumes = check.getConsume();
let result = await handleCost(roleId, sid, consumes);
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
let isUpStar = newStarStage == ABI_STAGE.END;
let update = {
star: isUpStar ? oldStar + 1 : oldStar,
starStage: isUpStar ? ABI_STAGE.START : newStarStage
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAR, sid, roleId, hero, update);
if (isUpStar) {
await calAllHeroCe(HERO_SYSTEM_TYPE.STAR, sid, roleId, {}, [hid, isUpStar ? 1 : 0]); // 升星可能影响到百家学院全局加成
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_STAR_UP, hero);
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_QUALITY_STAR_UP, hero);
//成长任务
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.HERO_QUALITY_STAR_UP, 1, { quality: dicHero.quality, star: hero.star });
}
const curHero = {
hid,
star: hero.star,
starStage: hero.starStage,
colorStar: hero.colorStar,
colorStarStage: hero.colorStarStage
}
return resResult(STATUS.SUCCESS, { isUpStar, curHero });
}
// 武将升品
public async qualityUp(msg: { hid: number, quality: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let serverId: number = session.get('serverId');
let { hid, quality } = msg;
let dicHero = gameData.hero.get(hid);
if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// 根据dic_hero 获得 碎片id
let { pieceId } = dicHero;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let { quality: oldQuality, star } = hero;
if (quality != oldQuality) {
return resResult(STATUS.WRONG_PARMS);
}
if (oldQuality == HERO_GROW_MAX.QUALITY) {
return resResult(STATUS.ROLE_QUALITY_REACH_MAX);
}
if (star != HERO_GROW_MAX.STAR) {
return resResult(STATUS.ROLE_STAR_NOT_ENOUGH);
}
// 根据dic_zyz_hero_quality_up 获得需要的材料
const curDicHeroQualityUp = gameData.heroQualityUp.get(quality);
if (!curDicHeroQualityUp) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let { fragmentNum } = curDicHeroQualityUp;
let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: fragmentNum }]);
if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, hero, {
quality: hero.quality + 1
});
await calAllHeroCe(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, {}, [hid, 0]); // 升品可能影响到百家学院全局加成
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_QUALITY_UP, hero);
// 任务
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.HERO_QUALITY_TO_QUALITY_COUNT, 1, { oldQuality: dicHero.quality, quality: hero.quality });
const curHero = {
hid,
quality: hero.quality
}
pushHeroQualityUpMsg(roleId, roleName, serverId, hero);
return resResult(STATUS.SUCCESS, { curHero });
}
// 武将觉醒
public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number, isOneClick: boolean }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let roleName: string = session.get('roleName');
const serverId = session.get('serverId');
let { hid, colorStar, colorStarStage, isOneClick } = msg;
// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
let dicHero = gameData.hero.get(hid);
if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let { pieceId, jobid } = dicHero;
let dicJob = gameData.job.get(jobid);
if (!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let { colorStar: oldColorStar, colorStarStage: oldColorStarStage, star, quality } = hero;
if (colorStar != oldColorStar || colorStarStage != oldColorStarStage) {
return resResult(STATUS.WRONG_PARMS);
}
if (star != HERO_GROW_MAX.STAR) {
return resResult(STATUS.ROLE_WAKE_STAR_NOT_ENOUGH);
}
if (quality < HERO_GROW_MAX.QUALITY) {
return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH);
}
// 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量
const curDicHeroStar = getHeroWakeByQuality(dicJob.job_class, dicHero.quality, oldColorStar)
if (!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let newColorStarStage = oldColorStarStage;
let max = isOneClick ? ABI_STAGE.END : oldColorStarStage + 1;
let check = new CheckMeterial(roleId);
for (let i = oldColorStarStage; i < max; i++) {
let { fragmentNum, consume } = curDicHeroStar;
let isEnough = await check.decrease([{ id: pieceId, count: fragmentNum }, ...consume]);
if(!isEnough) break; // 消耗不足
newColorStarStage++;
}
if (newColorStarStage == oldColorStarStage) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let consumes = check.getConsume();
let result = await handleCost(roleId, sid, consumes);
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
let isWakeUp = oldColorStar == 0;
let isUpStar = isWakeUp || newColorStarStage == ABI_STAGE.END;
let update = {
quality: isWakeUp? quality + 1: quality,
colorStar: isUpStar ? oldColorStar + 1 : oldColorStar,
colorStarStage: isUpStar ? ABI_STAGE.START : newColorStarStage
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, hero, update);
if (isUpStar) {
await calAllHeroCe(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, {}, [hid, isUpStar ? 1 : 0]); // 升星可能影响到百家学院全局加成
;
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_STAR_UP, hero);
await checkTask(roleId, sid, TASK_TYPE.HERO_WAKE_UP, 1, true, {});
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.HERO_QUALITY_WAKE_UP_COUNT, 1, { quality: hero.quality });
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.HERO_WAKE_UP_COUNT, 1, { hid: hid });
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.HERO_WAKE_UP_STAR_UP_COUNT, 1, { quality: dicHero.quality, colorStar: update.colorStar });
}
const curHero = {
hid,
quality: hero.quality,
star: hero.star,
starStage: hero.starStage,
colorStar: hero.colorStar,
colorStarStage: hero.colorStarStage
}
if (isWakeUp) pushHeroWakeUp(roleId, roleName, serverId, hero); // 第一次觉醒
pushHeroStarMax(roleId, roleName, serverId, hero);
return resResult(STATUS.SUCCESS, { isUpStar, curHero });
}
//训练
async heroJobTrain(msg: { hid: number, isOneClick: boolean }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
const serverId = session.get('serverId');
let { hid, isOneClick } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let dicJob = gameData.job.get(hero.job);
if (!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND);
if (hero.jobStage >= dicJob.maxStage)
return resResult(STATUS.HERO_JOB_STAGE_REACH_MAX_STAGE);
if (hero.job >= getMaxGradeByjobClass(dicJob.job_class))
return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
let newJobStage = hero.jobStage;
let oldJobStage = hero.jobStage, oldJob = hero.job;
let max = isOneClick ? dicJob.maxStage: hero.jobStage + 1;
let check = new CheckMeterial(roleId);
for(let i = hero.jobStage; i < max; i++) {
let singleConsume = dicJob.trainingConsume[hero.jobStage];
if(!singleConsume) break; // 每天消耗不可训练
let isEnough = await check.decrease([singleConsume]);
if(!isEnough) break; // 消耗不足
newJobStage ++;
}
if (newJobStage == hero.jobStage) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let consumes = check.getConsume();
let result = await handleCost(roleId, sid, consumes);
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
//重算战力并下发
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TRAIN, sid, roleId, hero, {
jobStage: newJobStage
});
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_TRAIN, hero, [oldJob, oldJobStage]);
await checkTask(roleId, sid, TASK_TYPE.HERO_TRAIN_SUM, 1, true, {});
//活动统计
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.HERO_TRAIN_SUM, 1)
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.HERO_TRAIN, 1, { hid })
return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, job: hero.job, jobStage: hero.jobStage } });
}
//进阶
async heroJobStageUp(msg: { hid: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
const serverId = session.get('serverId');
let sid: string = session.get('sid');
let { hid } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
let curJob = hero.job;
let heroJob = gameData.job.get(curJob);
if (heroJob.unlockLevel > hero.lv)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
if (curJob >= getMaxGradeByjobClass(heroJob.job_class))
return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
let result = await handleCost(roleId, sid, heroJob.upGradeConsume);
if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1);
if (!nextHeroJob) return resResult(STATUS.DIC_DATA_NOT_FOUND);
//重算战力并下发
let update = {
job: nextHeroJob.jobid,
jobStage: 0
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAGEUP, sid, roleId, hero, update);
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_STAGE_UP, hero);
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.HERO_STAGE_UP, 1, { job: hero.job });
return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, job: hero.job, jobStage: hero.jobStage } });
}
//激活羁绊
async heroConectionActivate(msg: { shipId: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { shipId } = msg;
let shipHidAndLevel = gameData.friendShipHidAandIds.get(shipId);
if (!shipHidAndLevel) return resResult(STATUS.HERO_CONECTION_IS_NOT_EXIT);
let hero = await HeroModel.findByHidAndRole(shipHidAndLevel.actorId, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let heroConnections: Connect[] = deepCopy(hero.connections);
let curConnect = heroConnections.find(cur => cur.shipId == shipId);
if (!curConnect) {
curConnect = { shipId, level: 0 };
heroConnections.push(curConnect);
}
if (curConnect.level >= shipHidAndLevel.level) {
return resResult(STATUS.HERO_CONECTION_IS_MAX_LEVEL);
}
curConnect.level++;
let level = curConnect.level;
let friendShip = getFriendShipById(shipId, level);
if (hero.star + hero.colorStar < friendShip.level)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
let hids = friendShip.hids;
for (let hid of hids) {
if (hid == shipHidAndLevel.actorId)
continue;
let member = await HeroModel.findByHidAndRole(hid, roleId);
if (!member)
return resResult(STATUS.ROLE_SHORT_HERO_CONECTION);
if (member.star + member.colorStar < friendShip.level)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
}
let result = await handleCost(roleId, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count: friendShip.costCoin }]);
if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
//重算战力并下发
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.CONNECT, sid, roleId, hero, { connections: heroConnections }, [shipId]);
// 任务
await checkTask(roleId, sid, TASK_TYPE.HERO_CONNECT, 1, true, { connectLv: level })
return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, connections: hero.connections } });
}
//赠送(包括一键赠送)
async heroGiveFavor(msg: { hid: number, type: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { hid, type } = msg;
let addLv = 0;
if (type == 1) {
addLv = 1;
} else if (type == 5) {
addLv = 5;
} else {
return resResult(STATUS.WRONG_PARMS);
}
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let { favourLv: oldLv, favour: oldExp, lv } = hero;
let maxLv = lv > gameData.maxFriendShipLv.max ? gameData.maxFriendShipLv.max : lv; // 好感度最大等级
if (maxLv <= oldLv)
return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT);
// 计算武将可以升的级数
if (oldLv + addLv > maxLv) addLv = maxLv - oldLv;
let nextObj = gameData.friendShipLevelMap.get(oldLv + addLv - 1);
if (!nextObj) return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT);
let nextExp = nextObj.expSum;
let needExp = nextExp - oldExp;
let newExp = oldExp;
// 计算得材料可转换的经验
let originalConsumes = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.FAVOUR);
let material = new Array<RewardInter>();
for (let { id, count } of originalConsumes) {
let dicGoods = gameData.goods.get(id);
if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let _count = Math.ceil(needExp / dicGoods.value);
if (_count < count) {
material.push({ id, count: _count });
newExp += dicGoods.value * _count;
break;
} else {
material.push({ id, count });
newExp += dicGoods.value * count;
}
}
if (newExp == oldExp) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
let newLv = getFavourLvByExp(newExp);
let result = await handleCost(roleId, sid, material);
if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
//重算战力并下发
if (oldLv != newLv) {
await unlockFigure(sid, roleId, [{ type: FIGURE_UNLOCK_CONDITION.HERO_FAVOR, paramHid: hero.hid, paramFavourLv: hero.favourLv }]);
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.FAVOUR, sid, roleId, hero, {
favour: newExp, favourLv: newLv
}, [oldLv]);
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_FAVOUR_LV, hero, [oldLv]);
} else {
hero = await HeroModel.updateHeroInfo(roleId, hero.hid, { favour: newExp, favourLv: newLv });
}
return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, favour: hero.favour, favourLv: hero.favourLv } });
}
//穿带时装
async heroWearSkin(msg: { id: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let serverId: number = session.get('serverId');
let { id } = msg;
let dicSkin = gameData.fashion.get(id);
// console.log('*****', id, dicSkin)
if (!dicSkin) return resResult(STATUS.HERO_SKIN_NOT_FIND);
let hero = await HeroModel.findByHidAndRoleWithEquip(dicSkin.actorId, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let newHeroSkins: HeroSkin[] = [];
let result = false;
let lastSkinId: number;
for (let skin of hero.skins) {
if (skin.id == id) {
if (!!skin.enable) {
return resResult(STATUS.HERO_SKIN_IS_EQUIPED);
}
newHeroSkins.push({ ...skin, enable: true });
result = true;
} else {
if (!!skin.enable) {
lastSkinId = skin.skinId;
}
newHeroSkins.push({ ...skin, enable: false });
}
}
if (!result) {
return resResult(STATUS.HERO_SKIN_NOT_FIND);
}
let oldEquipSeids = calEquipSeids(hero);
let dicHero = gameData.hero.get(dicSkin.heroId);
let dicMyJob = gameData.job.get(hero.job);
let dicNewJob = getJobByGradeAndClass(dicHero.jobClass, dicMyJob.grade);
let newEplace: EPlace[] = [], heroPutNum = 0, curEquips: {seqId: number, id: number, hid: number, ePlaceId: number}[] = [];
for(let { id, equip, lv, refineLv } of hero.ePlace) {
let e = <EquipType>equip;
if(equip && !checkEquipCanPut({...hero, skinId: dicSkin.heroId}, e.id)) {
await EquipModel.putOnOrOff(e._id, 0);
heroPutNum -= 1;
newEplace.push({ id, equip: null, lv, refineLv});
curEquips.push({ seqId: e.seqId, id: e.id, hid: 0, ePlaceId: id });
} else {
newEplace.push({ id, equip: e?e._id: null, lv, refineLv});
}
}
if(heroPutNum < 0) {
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, oldEquipSeids);
await checkTask(roleId, sid, TASK_TYPE.EQUIP_SUM, heroPutNum, true, {});
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_SUM, heroPutNum);
await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_BY_HERO, hero, [heroPutNum]);
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SKIN, sid, roleId, hero, { skins: newHeroSkins, skinId: dicSkin.heroId, job: dicNewJob.jobid, ePlace: newEplace });
return resResult(STATUS.SUCCESS, { curHero: pick(hero, ['hid', 'skins', 'skinId', 'job']), curEquips });
}
// ! debug接口 一键全武将
public async debugGetAllHeroes(msg: { magicWord: string }, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let serverId: number = session.get('serverId');
const { magicWord } = msg;
if (magicWord !== DEBUG_MAGIC_WORD) {
return resResult(STATUS.TOKEN_ERR);
}
let heroes = await HeroModel.findByRole(roleId);
let heroInfos = [];
for(let { actorId } of gameData.recruit) {
let dicHero = gameData.hero.get(actorId);
if(!dicHero) continue;
let hasHero = heroes.findIndex(cur => cur.hid == actorId);
if(hasHero == -1) {
heroInfos.push({
hid: actorId, star: 6, colorStar: 6, quality: 4
});
}
}
let resultHeroes = await createHeroes(roleId, roleName, sid, serverId, heroInfos);
return resResult(STATUS.SUCCESS, resultHeroes);
}
// ! 测试接口,用来测试前清理并初始化某个武将;代码抄自:gm-server/app/service/users.ts deleteHero
public async testCleanUp(msg: { magicWord: string, hid: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
const { magicWord, hid } = msg;
if (magicWord !== DEBUG_MAGIC_WORD) {
return resResult(STATUS.TOKEN_ERR);
}
let dicHero = gameData.hero.get(hid);
if (!dicHero) return resResult(STATUS.HERO_NOT_FIND);
await addItems(roleId, roleName, sid, [{
id: dicHero.pieceId, count: dicHero.pieceCount * HERO_GROW_MAX.STAR * ABI_STAGE.END
}]);
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
await HeroModel.deleteHero(roleId, hid);
let role = await RoleModel.findByRoleId(roleId);
await calculatetopLineup(role, hid, 0, null);
await PvpDefenseModel.deleteHero(roleId, hid);
await RoleModel.updateRoleInfo(roleId, { topLineup: role.topLineup, topLineupCe: role.topLineupCe, ce: role.ce - hero.ce });
return resResult(STATUS.SUCCESS);
}
public async addItem(msg: { id: number, count: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let { id, count } = msg;
//let result = await handleCost(roleId, sid, [{id, count}] );
let items = [{ id, count }];
let role = await RoleModel.findByRoleId(roleId);
if (id == 999999) {
items = getDropItems();
if (role.lv < 60) {
role.lv = 60;
let roleLvInfo = gameData.kingexp.get(role.lv - 1);
role.exp = roleLvInfo.sum;
await RoleModel.updateRoleInfo(roleId, role);
}
}
let result = await addItems(roleId, roleName, sid, items);
if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
return resResult(STATUS.SUCCESS, { goods: result, lv: role.lv, exp: role.exp });
}
public async debugSetHero(msg: { magicWord: string, hid: number, params: HeroUpdate }, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let serverId: number = session.get('serverId');
let { magicWord, hid, params } = msg;
if (magicWord !== DEBUG_MAGIC_WORD) {
return resResult(STATUS.TOKEN_ERR);
}
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) {
let { heroes } = await createHero(roleId, roleName, sid, serverId, { hid, count: 1, ...params });
hero = heroes[0];
}
hero = await HeroModel.updateHeroInfo(roleId, hid, params);
return resResult(STATUS.SUCCESS, { hero });
}
}