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ZYZ/game-server/app/servers/role/handler/heroHandler.ts

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import { Application, BackendSession, ChannelService, HandlerService, } from 'pinus';
import { handleCost, addItems, unlockFigure, getCoinObject, getGoldObject } from '../../../services/role/rewardService';
import { resResult, deepCopy, parseGoodStr } from '../../../pubUtils/util';
import { STATUS } from '../../../consts/statusCode';
import { HeroModel, Connect, HeroSkin, HeroUpdate, EPlace, Talent } 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, ITEM_CHANGE_REASON } from '../../../consts';
import { RoleModel } from '../../../db/Role';
import { ItemModel } from '../../../db/Item';
import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getFriendShipById, getFavourLvByExp, reloadDicParam, getEquipByJobClassAndEPlace, getScollByStar } 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 { PvpDefenseModel } from '../../../db/PvpDefense';
import { checkTask, checkTaskInHeroQUalityUp, checkTaskInHeroStarUp, checkTaskInHeroTrain, checkTaskInHeroWakeUp } from '../../../services/task/taskService';
import { isNumber, pick } from 'underscore';
import { updateEplaces } from '../../../services/equipService';
import { addConsumeToHero, checkUnlockTalentCondition, initSkinTalent, updateSkinTalent } from '../../../services/roleService';
import { JewelModel, jewelUpdate } from '../../../db/Jewel';
import { HERO, REBORN } from '../../../pubUtils/dicParam';
import { createHero, createHeroes } from '../../../services/role/createHero';
import { CheckMeterial } from '../../../services/role/checkMaterial';
import { HeroParam } from '../../../domain/roleField/hero';
import { calculateCeWithHero } from '../../../services/playerCeService';
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 }], ITEM_CHANGE_REASON.COMPOSE_HERO);
if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
// createHero
let { heroes, resultHeroes } = await createHero(roleId, roleName, sid, serverId, { hid, count: 1 });
pushComposeOrangeHero(roleId, roleName, serverId, resultHeroes[0]);
return resResult(STATUS.SUCCESS, { curHero: {hid}, addHeros: heroes });
}
// 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);
console.log('nextExp', nextExp, oldLv + addLv - 1, oldExp)
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);
if(needExp < 0) break;
let _count = Math.ceil(needExp / dicGoods.value);
if (_count < count) {
material.push({ id, count: _count });
newExp += dicGoods.value * _count;
needExp -= dicGoods.value * _count;
break;
} else {
material.push({ id, count });
newExp += dicGoods.value * count;
needExp -= dicGoods.value * count;
}
}
if (newExp == oldExp) {
return resResult(STATUS.ROLE_EXP_NOT_ENOUGH);
}
let newLv = getHeroLvByExp(newExp);
let costResult = await handleCost(roleId, sid, material, ITEM_CHANGE_REASON.HERO_LV_UP);
if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let update = {
lv: newLv,
exp: newExp,
consumes: addConsumeToHero(hero.consumes, material)
}
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.LVUP, roleId, serverId, sid, hid, update);
// 任务
await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_LV, { oldLv, hero: curHero });
return resResult(STATUS.SUCCESS, { curHero: pick(curHero, ['hid', 'lv', 'exp']), cost: material });
}
// 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, ITEM_CHANGE_REASON.HERO_STAR_UP);
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,
consumes: addConsumeToHero(hero.consumes, consumes)
}
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.STAR, roleId, serverId, sid, hid, update, { hid, hero, isUpStar });
if (isUpStar) {
await checkTaskInHeroStarUp(serverId, roleId, sid, curHero, oldStar); // 任务
}
return resResult(STATUS.SUCCESS, { isUpStar, curHero: pick(curHero, ['hid', 'star', 'starStage', 'colorStar', 'colorStarStage']) });
}
// 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 material = [{ id: pieceId, count: fragmentNum }];
let costResult = await handleCost(roleId, sid, material, ITEM_CHANGE_REASON.HERO_QUALITY_UP);
if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let update = {
quality: hero.quality + 1,
consumes: addConsumeToHero(hero.consumes, material)
}
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.QUALITY, roleId, serverId, sid, hid, update, { hero });
await checkTaskInHeroQUalityUp(serverId, roleId, sid, curHero);
pushHeroQualityUpMsg(roleId, roleName, serverId, curHero);
return resResult(STATUS.SUCCESS, { curHero: pick(curHero, ['hid', 'quality']) });
}
// 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, ITEM_CHANGE_REASON.HERO_WAKE_UP);
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,
consumes: addConsumeToHero(hero.consumes, consumes)
}
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.COLORSTAR, roleId, serverId, sid, hid, update, { hero, isUpStar });
if (isUpStar) {
await checkTaskInHeroWakeUp(serverId, roleId, sid, curHero, oldColorStar); // 任务
}
if (isWakeUp) pushHeroWakeUp(roleId, roleName, serverId, curHero); // 第一次觉醒
pushHeroStarMax(roleId, roleName, serverId, curHero);
return resResult(STATUS.SUCCESS, { isUpStar, curHero: pick(curHero, ['hid', 'quality', 'star', 'starStage', 'colorStar', 'colorStarStage']) });
}
//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 trainCount = 0;
let check = new CheckMeterial(roleId);
for(let i = hero.jobStage; i < max; i++) {
let singleConsume = dicJob.trainingConsume[i];
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 ++;
trainCount++;
}
if (newJobStage == hero.jobStage) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let consumes = check.getConsume();
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.HERO_JOB_TRAIN);
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
//重算战力并下发
let update = {
job: hero.job,
jobStage: newJobStage,
consumes: addConsumeToHero(hero.consumes, consumes)
}
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.TRAIN, roleId, serverId, sid, hid, update, { hero });
await checkTaskInHeroTrain(serverId, roleId, sid, curHero, trainCount); // 任务
return resResult(STATUS.SUCCESS, { curHero: pick(curHero, ['hid', 'job', '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 consumes = heroJob.upGradeConsume;
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.HERO_JOB_STAGEUP);
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,
consumes: addConsumeToHero(hero.consumes, consumes)
}
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.STAGEUP, roleId, serverId, sid, hid, update, { hid, hero });
await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_STAGE_UP, { hero: curHero, stageUpCnt: 1 }); // 任务
const heroResult = new HeroParam(curHero);
return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'job', 'jobStage', 'totalTalentPoint']) }});
}
//激活羁绊
async heroConectionActivate(msg: { shipId: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let serverId: number = session.get('serverId');
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 consumes = [getCoinObject(friendShip.costCoin)];
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.HERO_CONNECT_ACTIVE);
if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
let update = {
connections: heroConnections,
consumes: addConsumeToHero(hero.consumes, consumes)
}
//重算战力并下发
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.CONNECT, roleId, serverId, sid, hero.hid, update, { shipId, hero });
// 任务
await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_CONNECT, { connectLv: level })
return resResult(STATUS.SUCCESS, { curHero: pick(curHero, ['hid', '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 serverId: number = 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.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, ITEM_CHANGE_REASON.HERO_GIVE_FAVOR);
if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
let updateConsume = addConsumeToHero(hero.consumes, material);
let update = {
favour: newExp,
favourLv: newLv,
consumes: updateConsume
}
let isFavourLvUp = oldLv != newLv;
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.FAVOUR, roleId, serverId, sid, hero.hid, update, { isFavourLvUp, hero });
if(isFavourLvUp) {
await unlockFigure(sid, roleId, [{ type: FIGURE_UNLOCK_CONDITION.HERO_FAVOR, paramHid: curHero.hid, paramFavourLv: curHero.favourLv }]);
await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_FAVOUR_LV, { hero: curHero, oldFavourLv: oldLv }); // 任务
}
return resResult(STATUS.SUCCESS, { curHero: { ...pick(curHero, ['hid', 'favour', 'favourLv']), cost: material } });
}
//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.findByHidAndRole(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 dicHero = gameData.hero.get(dicSkin.heroId);
let dicMyJob = gameData.job.get(hero.job);
let dicNewJob = getJobByGradeAndClass(dicHero.jobClass, dicMyJob.grade);
let oldEplace = hero.ePlace||[];
let eplaceIds = new Map<number, { equipId: number }>(); // 更新了的装备栏id
for(let { id } of oldEplace) {
let dicEquip = getEquipByJobClassAndEPlace(dicHero?.jobClass, id);
eplaceIds.set(id, { equipId: dicEquip.id });
}
let { newEplace } = updateEplaces(oldEplace, eplaceIds);
let update = {
skins: newHeroSkins,
skinId: dicSkin.heroId,
job: dicNewJob.jobid,
ePlace: newEplace
}
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.SKIN, roleId, serverId, sid, hero.hid, update, { hero });
let resultHero = new HeroParam(curHero);
return resResult(STATUS.SUCCESS, { curHero: {...pick(resultHero, ['hid', 'skins', 'skinId', 'job', 'talent', 'usedTalentPoint']), ePlace: newEplace }});
}
public async previewRebirth(msg: { hid: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let { hid } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId, 'consumes');
if(!hero) return resResult(STATUS.HERO_NOT_FIND);
let consumes = hero.consumes||[];
return resResult(STATUS.SUCCESS, { previewGoods: consumes });
}
public async rebirth(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;
if(!isNumber(hid) && !hid) return resResult(STATUS.WRONG_PARMS);
// 武将初始,但是皮肤这里不初始
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.HERO_NOT_FIND);
// 消耗
let cost = [getGoldObject(REBORN.REBORON_HERO)];
let costResult = await handleCost(roleId, sid, cost, ITEM_CHANGE_REASON.REBIRTH);
if(!costResult) return resResult(STATUS.BATTLE_GOLD_NOT_ENOUGH);
// 皮肤处理
let { skins, skinId, consumes, ce, scrollActive } = hero;
let dicHero = gameData.hero.get(skinId);
let dicJob = getJobByGradeAndClass(dicHero.jobClass, 0);
let newSkins = initSkinTalent(skins);
let dicHeroScroll = getScollByStar(dicHero.quality, dicHero.initialStars, dicHero.quality, 0);
let initInfo = HeroModel.getInitInfo(hid, {
job: dicJob.jobid, skins: newSkins, skinId, ce,
scrollActive: scrollActive,
scrollId: scrollActive? dicHeroScroll.id: 0,
scrollStar: scrollActive? dicHeroScroll.stars: 0,
scrollQuality: scrollActive? dicHeroScroll.quality: 0,
scrollColorStar: scrollActive? dicHeroScroll.colorstars: 0,
});
// 天晶石
let curJewels: jewelUpdate[] = [];
for(let { jewel, id } of hero.ePlace) {
if(jewel > 0) {
let jewelInfo = await JewelModel.putOnOrOff(jewel, 0, id);
curJewels.push({
seqId: jewelInfo.seqId,
id: jewelInfo.id,
hid: jewelInfo.hid,
});
}
}
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.REBIRTH, roleId, serverId, sid, hid, initInfo, { });
let goods = await addItems(roleId, roleName, sid, consumes, ITEM_CHANGE_REASON.REBIRTH);
const heroResult = new HeroParam(curHero);
return resResult(STATUS.SUCCESS, { curHero: heroResult, curJewels, goods });
}
// 解锁天赋
public async unlockTalent(msg: { hid: number, id: number }, session: BackendSession) {
let roleId = session.get('roleId');
let sid = session.get('sid');
let serverId = session.get('serverId');
let { hid, id } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.HERO_NOT_FIND);
let dicHeroTalent = gameData.heroTalent.get(id);
if(!dicHeroTalent) return resResult(STATUS.WRONG_PARMS);
let skins = hero.skins||[];
let curSkin = skins.find(cur => cur.enable);
if(!curSkin) return resResult(STATUS.HERO_SKIN_NOT_FIND);
let talent = curSkin.talent.find(cur => cur.id == id);
if(talent) return resResult(STATUS.TALENT_HAS_UNLOCKED);
let usedTalentPoint = curSkin.usedTalentPoint;
if(!checkUnlockTalentCondition(hid, id, curSkin.talent, usedTalentPoint)) {
return resResult(STATUS.TALENT_CONDITION_NOT_FIT);
}
let totalTalentPoint = gameData.talentPointOfJob.get(hero.job);
let needTalentPoint = dicHeroTalent.level.find(cur => cur.lv == 1)?.cost||0;
if(totalTalentPoint - usedTalentPoint - needTalentPoint < 0) {
return resResult(STATUS.TALENT_POINT_NOT_ENOUGH);
}
let { newSkins } = updateSkinTalent(skins, new Talent(id), usedTalentPoint + needTalentPoint);
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.TALENT, roleId, serverId, sid, hid, { skins: newSkins });
const heroResult = new HeroParam(curHero);
return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'talent', 'usedTalentPoint', 'totalTalentPoint']) }});
}
// 升级天赋
public async upgradeTalent(msg: { hid: number, id: number }, session: BackendSession) {
let roleId = session.get('roleId');
let sid = session.get('sid');
let serverId = session.get('serverId');
let { hid, id } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.HERO_NOT_FIND);
let skins = hero.skins||[];
let curSkin = skins.find(cur => cur.enable);
if(!curSkin) return resResult(STATUS.HERO_SKIN_NOT_FIND);
let talent = curSkin.talent.find(cur => cur.id == id);
if(!talent) return resResult(STATUS.TALENT_NOT_UNLOCKED);
let dicHeroTalent = gameData.heroTalent.get(id);
if(!dicHeroTalent) return resResult(STATUS.WRONG_PARMS);
let usedTalentPoint = curSkin.usedTalentPoint;
let totalTalentPoint = gameData.talentPointOfJob.get(hero.job);
let nextLv = dicHeroTalent.level.find(cur => cur.lv == talent.level + 1);
if(!nextLv) return resResult(STATUS.TALENT_LEVEL_MAX);
let needTalentPoint = nextLv.cost||0;
if(totalTalentPoint - usedTalentPoint - needTalentPoint < 0) {
return resResult(STATUS.TALENT_POINT_NOT_ENOUGH);
}
let { newSkins } = updateSkinTalent(skins, new Talent(id, talent.level + 1), usedTalentPoint + needTalentPoint);
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.TALENT, roleId, serverId, sid, hid, { skins: newSkins });
const heroResult = new HeroParam(curHero);
return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'talent', 'usedTalentPoint', 'totalTalentPoint']) }});
}
// 洗点
public async resetTalent(msg: { hid: number }, session: BackendSession) {
let roleId = session.get('roleId');
let sid = session.get('sid');
let serverId = session.get('serverId');
let { hid } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.HERO_NOT_FIND);
let skins = hero.skins||[];
let curSkin = skins.find(cur => cur.enable);
if(!curSkin) return resResult(STATUS.HERO_SKIN_NOT_FIND);
let costItem = parseGoodStr(HERO.HERO_TALENTPOINT_RESET);
let consumeResult = await handleCost(roleId, sid, costItem, ITEM_CHANGE_REASON.RESET_TALENT);
if(!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let newSkins = initSkinTalent(skins);
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.TALENT, roleId, serverId, sid, hid, { skins: newSkins });
const heroResult = new HeroParam(curHero);
return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'talent', 'usedTalentPoint', 'totalTalentPoint']) }});
}
// ! 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
}], ITEM_CHANGE_REASON.DEBUG);
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 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, ITEM_CHANGE_REASON.DEBUG);
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 { resultHeroes } = await createHero(roleId, roleName, sid, serverId, { hid, count: 1, ...params });
return resResult(STATUS.SUCCESS, { hero: resultHeroes[0] });
} else {
hero = await HeroModel.updateHeroInfo(roleId, hid, params);
return resResult(STATUS.SUCCESS, { hero: new HeroParam(hero) });
}
}
}