Files
ZYZ/game-server/app/servers/role/handler/equipHandler.ts
T

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TypeScript

import { Application, BackendSession, HandlerService, } from "pinus";
import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, HERO_GROW_MAX, MSG_SOURCE, JEWEL_PUSH_LV, TASK_TYPE, HERO_CE_RATIO } from "../../../consts";
import { ItemInter } from "../../../pubUtils/interface";
import { resResult, parseGoodStr } from "../../../pubUtils/util";
import { addItems, handleCost, decreaseItems, combineItems, CheckMeterial } from "../../../services/rewardService";
import { EquipModel, EquipType } from "../../../db/Equip";
import { HeroModel, EPlace, HeroType } from "../../../db/Hero";
import Role from "../../../db/Role";
import { calPlayerCeAndSave } from "../../../services/playerCeService";
import { getGoodById, gameData } from "../../../pubUtils/data";
import { BAG, EQUIP } from "../../../pubUtils/dicParam";
import { ITID, QUALITY_TYPE, equipTypeToSortAttr, IT_TYPE, QUENCH_TYPE, REFINE_TYPE } from "../../../consts";
import { checkMaterialEnough, checkEquipCanPut, quenchOnce, checkQuenchMaxByQualityAndGrade, getRandSeResult, refineOnce, checkRefineReachNextLv, calEquipCe } from "../../../services/equipService";
import { findIndex, pick } from 'underscore';
import { pushEquipRefineSucMsg, pushNormalEquipMsg, pushNormalItemMsg } from "../../../services/chatService";
import { checkTaskWithHero, checkTaskWithEquip, checkTask, checkTaskWithArgs, checkTaskConditionEquipSuitJewelStage, checkActivityTask } from "../../../services/taskService";
import { QuenchLogParam } from "../../../domain/roleField/equip";
import { calEquipSeids } from "../../../pubUtils/playerCe";
export default function (app: Application) {
new HandlerService(app, {});
return new EquipHandler(app);
}
export class EquipHandler {
constructor(private app: Application) {
}
// test接口添加任意道具
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 goods = await addItems(roleId, roleName, sid, [{ id, count }]);
return resResult(STATUS.SUCCESS, { goods });
}
// 合成装备
public async composeEquip(msg: { gid: number, originalEquip: number[] }, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
const serverId: number = session.get('serverId');
// 消耗材料
// 获得装备
let { gid, originalEquip } = msg;
let targetGood = gameData.goods.get(gid);
if (!targetGood) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let cost: ItemInter[] = [];
let jewels: ItemInter[] = []; // 需要返还的镶嵌在装备上的宝石
if (targetGood.suitId > 0) { // 套装
cost = cost.concat(targetGood.composeMaterial);
let specialMaterial = targetGood.specialMaterial;
let costCount = 0;
let equips = await EquipModel.getEquips(roleId, originalEquip);
for (let equip of equips) {
let { id, seqId, holes } = equip;
if (specialMaterial.ids.includes(id)) {
costCount++;
cost.push({ id, seqId, count: 1 });
for (let { jewel } of holes) {
if (jewel > 0) jewels.push({ id: jewel, count: 1 });
}
}
}
if (specialMaterial.count > costCount) {
return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
}
} else { // 普通装备
cost.push({
id: targetGood.pieceId,
count: targetGood.pieces
});
}
let result = await handleCost(roleId, sid, cost);
if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
await addItems(roleId, roleName, sid, jewels); // 宝石返还
let items = [{ id: gid, count: 1 }];
let goods = await addItems(roleId, roleName, sid, items);
if (targetGood.suitId) {
pushNormalEquipMsg(roleId, roleName, serverId, MSG_SOURCE.EQUIP_COMPOSE_SUIT, gid, targetGood.name, targetGood.quality);
}
if (targetGood.quality >= QUALITY_TYPE.ORANGE) {
pushNormalEquipMsg(roleId, roleName, serverId, MSG_SOURCE.EQUIP_COMPOSE_ORANGE, gid, targetGood.name, targetGood.quality);
}
return resResult(STATUS.SUCCESS, { goods });
}
// 装备栏强化
public async strengthen(msg: { hid: number, ePlaceId: number, type: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
// let roleName: string = session.get('roleName');
const serverId = session.get('serverId');
let sid: string = session.get('sid');
let { hid, ePlaceId, type } = msg;
let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let changeData = [];//变化的等级数据
let { ePlace, lv: playerLv } = hero; // 装备栏
let oldLvs = ePlace.map(cur => cur.lv);
let strengthenArr = new Array<EPlace>();
if (type == EQUIP_STRENGTHEN_TYPE.SINGLE || type == EQUIP_STRENGTHEN_TYPE.SINGLE_QUICK) { // 单装备强化
strengthenArr = ePlace.filter(cur => cur.id == ePlaceId && cur.equip);
} else if (type == EQUIP_STRENGTHEN_TYPE.ALL_QUICK) { // 全六件(装备中)的强化
strengthenArr = ePlace.filter(cur => cur.equip);
}
if (strengthenArr.length <= 0) {
return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH);
}
let minLv = strengthenArr[0].lv; // 从最低装备的等级开始
for (let { lv, id } of strengthenArr) {
changeData.push({
hid: hid,
id: id,
oldLv: lv,
lv: lv,
})
if (lv < minLv) minLv = lv;
}
let { coin } = await Role.findByRoleId(roleId);
let maxLv = type == EQUIP_STRENGTHEN_TYPE.SINGLE ? minLv + 1 : playerLv;
if (maxLv > playerLv) maxLv = playerLv;
if (minLv >= maxLv) {
return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
}
let costCoin = 0; // 消耗铜币
let flag = false; // 铜币不足
for (let i = minLv; i < maxLv; i++) {
for (let s of strengthenArr) {
if (s.lv == i) {
let cost = gameData.strengthenCost.get(i + 1);
if (!cost) { flag = true; break; }
if (coin < costCoin + cost) { flag = true; break; }
costCoin += cost;
s.lv++;
{//记录等级变化
let index = changeData.findIndex(obj => { return obj && obj.id == s.id })
if (index != -1) {
changeData[index].lv = s.lv;
}
}
}
}
if (flag) break;
}
if (costCoin <= 0) { // 连一级都不够升
return resResult(STATUS.ROLE_COIN_NOT_ENOUGH);
}
let result = await handleCost(roleId, sid, [{
id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN),
count: costCoin
}]);
if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero.ePlace = ePlace;
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { ePlace });
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_STRENGTHEN, hero, oldLvs);
//成长任务
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_STRENGTHEN, 1, changeData)
const curHero = {
hid,
ePlace: strengthenArr
}
return resResult(STATUS.SUCCESS, { curHero });
}
// 装备栏一键强化至相应等级
public async strengthenAll(msg: { hid: number, lv: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
// let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
const serverId = session.get('serverId');
let changeData = [];//变化的等级数据
let { hid, lv: maxLv } = msg; // lv: 升到哪一级
let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let { ePlace, lv: playerLv } = hero; // 装备栏
let oldLvs = ePlace.map(cur => cur.lv);
let strengthenArr = ePlace.filter(cur => cur.equip);
if (strengthenArr.length <= 0) {
return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH);
}
let minLv = strengthenArr[0].lv; // 从最低装备的等级开始
for (let { lv, id } of strengthenArr) {
changeData.push({
hid: hid,
id: id,
oldLv: lv,
lv: lv,
})
if (lv < minLv) minLv = lv;
}
let { coin } = await Role.findByRoleId(roleId);
if (maxLv > playerLv) {
return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
}
let costCoin = 0; // 消耗铜币
for (let i = minLv; i < maxLv; i++) {
for (let s of strengthenArr) {
if (s.lv == i) {
let cost = gameData.strengthenCost.get(i + 1);
costCoin += cost;
s.lv++;
{//记录等级变化
let index = changeData.findIndex(obj => { return obj && obj.id == s.id })
if (index != -1) {
changeData[index].lv = s.lv;
}
}
}
}
}
if (costCoin > coin) {
return resResult(STATUS.ROLE_COIN_NOT_ENOUGH);
}
let result = await handleCost(roleId, sid, [{
id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN),
count: costCoin
}]);
if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero.ePlace = ePlace;
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { ePlace });
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_STRENGTHEN, hero, oldLvs);
//成长任务
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_STRENGTHEN, 1, changeData)
const curHero = {
hid,
ePlace: strengthenArr
}
return resResult(STATUS.SUCCESS, { curHero });
}
// 装备栏精炼
public async refine(msg: { hid: number, ePlaceId: number, type: REFINE_TYPE }, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let serverId = session.get('serverId');
let sid: string = session.get('sid');
let { hid, ePlaceId, type } = msg;
let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let { ePlace } = hero; // 装备栏
let curEplace = ePlace.find(cur => cur.id == ePlaceId);
if (!curEplace) {
return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH);
}
let { lv, refineLv: oldRefineLv, equip } = curEplace; // 强化等级,精炼等级,精炼次数
let check = new CheckMeterial(roleId);
let refineLv = oldRefineLv, times = 0;
while(
(type == REFINE_TYPE.ONCE && times == 0) ||
(type == REFINE_TYPE.ONE_LEVEL && !checkRefineReachNextLv(oldRefineLv, refineLv) )
) {
let result = await refineOnce(lv, refineLv);
if(!result) break;
let isEnough = await check.decrease(result.consumes);
if(!isEnough) break; // 消耗不足
refineLv = result.refineLv;
times ++;
}
if(times == 0) {
return resResult(STATUS.EQUIP_REFINE_ERR);
}
let consumes = check.getConsume();
let result = await handleCost(roleId, sid, consumes);
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
curEplace.refineLv = refineLv;
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { ePlace });
const curHero = {
hid,
ePlace: [curEplace]
}
let curEquip = <EquipType>equip;
pushEquipRefineSucMsg(roleId, roleName, serverId, curEplace, curEquip ? curEquip.quality : 0);
await checkTask(roleId, sid, TASK_TYPE.EQUIP_REFINE, times, true, {});
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_REFINE_LV, times, { lv: curEplace.refineLv });
return resResult(STATUS.SUCCESS, { curHero });
}
// 装备洗炼锁定
public async lockRandSe(msg: { eid: number, id: number, lock: boolean }, session: BackendSession) {
let roleId: string = session.get('roleId');
// let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let { eid, id, lock } = msg;
let equip = await EquipModel.findbySeqId(eid);
if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
let { randSe } = equip;
if (!randSe || randSe.length <= 0) {
return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
}
let curSe = randSe.find(cur => cur.id == id);
if (!curSe || lock == curSe.locked) {
return resResult(STATUS.ROLE_EQUIP_DUPLICATE_LOCK);
}
if (lock) { // 仅在上锁时消耗,根据已有的锁的数量判断消耗
let lockNum = randSe.filter(cur => cur.locked).length;
let consumes: Array<{ id: number, count: number }> = [];
if (lockNum == 0) {
consumes = parseGoodStr(EQUIP.EQUIP_ONE_LOCKED);
} else if (lockNum == 1) {
consumes = parseGoodStr(EQUIP.EQUIP_TWO_LOCKED);
} else if (lockNum == 2) {
consumes = parseGoodStr(EQUIP.EQUIP_THREE_LOCKED);
} else {
return resResult(STATUS.ROLE_ALL_SE_LOCK);
}
let result = await handleCost(roleId, sid, consumes);
if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
}
let result = await EquipModel.lock(roleId, eid, id, lock);
if (!result) {
return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
}
return resResult(STATUS.SUCCESS, { curEquip: result });
}
// 装备洗炼预览
public async previewStrengthen(msg: { eid: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
// let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let { eid } = msg;
let equip = await EquipModel.findbySeqId(eid);
if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
let { id, randSe, previewRandSe } = equip;
if(previewRandSe.length <= 0) {
if (!randSe || randSe.length <= 0) {
return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
}
let previewRandSe = getRandSeResult(id, randSe);
if(!previewRandSe) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let lockNum = randSe.reduce((pre, cur) => {
return cur.locked? pre + 1: pre;
}, 0);
if (lockNum >= randSe.length) {
return resResult(STATUS.ROLE_EQUIP_CANNOT_RESTRENGTHEN);
}
// 消耗
let consumes: Array<{ id: number, count: number }> = [];
if (lockNum == 0) {
consumes = parseGoodStr(EQUIP.EQUIP_ONE_REFORGED);
} else if (lockNum == 1) {
consumes = parseGoodStr(EQUIP.EQUIP_TWO_REFORGED);
} else if (lockNum == 2) {
consumes = parseGoodStr(EQUIP.EQUIP_THREE_REFORGED);
} else {
consumes = parseGoodStr(EQUIP.EQUIP_FOUR_REFORGED);
}
let result = await handleCost(roleId, sid, consumes);
if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
equip = await EquipModel.updateEquipInfo(eid, { previewRandSe });
}
return resResult(STATUS.SUCCESS, { curEquip: pick(equip, ['seqId', 'id', 'randSe', 'previewRandSe']) });
}
// 装备洗炼
public async reStrengthen(msg: { eid: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
// let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let { eid } = msg;
let equip = await EquipModel.findbySeqId(eid);
if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
let { randSe, hid, ePlaceId, previewRandSe } = equip;
if (!randSe || randSe.length <= 0) {
return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
}
if(!previewRandSe) { // 没预览过
return resResult(STATUS.EQUIP_RESTRENGTHEN_NOT_PREVIEW);
}
let removeSeidList = randSe.reduce((pre, cur) => {
return [...pre, cur.seid];
}, <number[]>[]);
let equipResult = await EquipModel.updateEquipInfo(eid, { randSe: previewRandSe, previewRandSe: [] })
// 更新战力
if(hid > 0) {
const hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.RESTRENGTHEN, sid, roleId, hero, {}, [ePlaceId, ...removeSeidList]);
}
await checkTask(roleId, sid, TASK_TYPE.EQUIP_RESTRENGTHEN, 1, true, {});
return resResult(STATUS.SUCCESS, { curEquip: pick(equipResult, ['seqId', 'id', 'randSe', 'previewRandSe']) });
}
// 放弃这条洗练
public async giveupStrengthen(msg: { eid: number }, session: BackendSession) {
let { eid } = msg;
let equip = await EquipModel.findbySeqId(eid);
if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
let { randSe, previewRandSe } = equip;
if (!randSe || randSe.length <= 0) {
return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
}
if(!previewRandSe) { // 没预览过
return resResult(STATUS.EQUIP_RESTRENGTHEN_NOT_PREVIEW);
}
let equipResult = await EquipModel.updateEquipInfo(eid, { previewRandSe: [] })
return resResult(STATUS.SUCCESS, { curEquip: pick(equipResult, ['seqId', 'id', 'randSe', 'previewRandSe']) });
}
// 淬火
public async quench(msg: { eid: number, type: QUENCH_TYPE }, session: BackendSession) {
let roleId: string = session.get('roleId');
// let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let { eid, type } = msg;
let equip = await EquipModel.findbySeqId(eid);
if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
let { id, randMain, grade, hid, ePlaceId } = equip;
let dicGoods = gameData.goods.get(id);
if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let dicQuench = gameData.quenchByQuality.get(dicGoods.quality)?.get(grade);
console.log(dicQuench, dicGoods.quality, grade)
if (!dicQuench) return resResult(STATUS.EQUIP_QUENCH_MAX);
let check = new CheckMeterial(roleId);
let logs: QuenchLogParam[] = [], times = 0;
while(
(type == QUENCH_TYPE.ONCE && times < 1 && !checkQuenchMaxByQualityAndGrade(dicGoods.quality, 0, randMain)) || // 淬火一次,保证不超出该品质上限
(type == QUENCH_TYPE.ONE_GRADE && !checkQuenchMaxByQualityAndGrade(dicGoods.quality, grade, randMain)) // 淬火一品,在品相上限内淬火
) {
let result = await quenchOnce(randMain, dicQuench, dicGoods);
if(!result) break;
let isEnough = await check.decrease(result.consumes);
if(!isEnough) break; // 消耗不足
result.log.setTimes(++times);
logs.push(result.log);
grade = result.grade;
randMain = result.randMain;
}
if (times == 0) return resResult(STATUS.EQUIP_QUENCH_ERR);
let consumes = check.getConsume();
let result = await handleCost(roleId, sid, consumes);
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
let equipResult = await EquipModel.updateEquipInfo(eid, { randMain, grade })
let curEquip = {
seqId: equipResult.seqId,
id: equipResult.id,
randMain: equipResult.randMain,
grade: equipResult.grade,
}
// 更新战力
if(hid > 0) { // 装备中的时候
const hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { });
}
return resResult(STATUS.SUCCESS, { logs, curEquip });
}
//分解装备
public async decomposeEquip(msg: { originalEquip: Array<number> }, session: BackendSession) {
let { originalEquip } = msg;
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
if(originalEquip.length > BAG.BAG_RESOLVE_UPLIMITED) {
return resResult(STATUS.EQUIP_DECOMPOSE_IS_UPLIMIT);
}
let equips = await EquipModel.getEquips(roleId, originalEquip);
if (equips.length < originalEquip.length)
return resResult(STATUS.EQUIP_NOT_FIND);
let goods: Array<{ id: number, count: number }> = [];
let cost: ItemInter[] = [];
let jewels: ItemInter[] = []; // 宝石返还
for (let equip of equips) {
if (!!equip.hid)
return resResult(STATUS.EQUIP_IS_EQUIPED_NOT_DECOMPOSE);
let goodInfo = getGoodById(equip.id);
if (!goodInfo)
return resResult(STATUS.EQUIP_NOT_FIND);
let holes = equip.holes || [];
for (let { jewel } of holes) {
if(jewel) {
jewels.push({ id: jewel, count: 1 });
}
}
goods = goods.concat(goodInfo.decomposeItem);
cost.push({ seqId: equip.seqId, id: equip.id, count: 1 });
}
let costResult = await handleCost(roleId, sid, cost); // 删掉装备
if(!costResult) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
await addItems(roleId, roleName, sid, jewels); // 把原本镶嵌在装备上的宝石返还了
let result = await addItems(roleId, roleName, sid, goods);
return resResult(STATUS.SUCCESS, { goods: combineItems(result) });
}
public async decomposeEquipPiece(msg: { originalPiece: { id: number, count: number }[] }, session: BackendSession) {
let { originalPiece } = msg;
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let goods: ItemInter[] = [];
for (let { id, count } of originalPiece) {
let goodInfo = getGoodById(id);
if (!goodInfo) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let dicItid = ITID.get(goodInfo.itid);
if(!dicItid || dicItid.type != CONSUME_TYPE.PIECE) {
return resResult(STATUS.CONSUME_TYPE_ERR);
}
for(let result of goodInfo.decomposeItem) {
goods.push({ id: result.id, count: result.count * count });
}
}
let costResult = await handleCost(roleId, sid, originalPiece);
if(!costResult) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
let result = await addItems(roleId, roleName, sid, goods);
return resResult(STATUS.SUCCESS, { goods: combineItems(result) });
}
//穿戴或卸载装备 1-穿上装备(包括替换) 2-脱下装备
public async putOnOrOff(msg: { eid: number, hid: number, type: number }, session: BackendSession) {
let { eid, hid, type } = msg;
let roleId: string = session.get('roleId');
let serverId: number = session.get('serverId');
let sid: string = session.get('sid');
// 原武将:heroA,原武将穿戴着的装备a,将要穿戴的装备b,装备b被装备着的武将B
let heroA = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
if (!heroA) return resResult(STATUS.HERO_NOT_FIND);
let equip = await EquipModel.getEquip(eid); // 装备:1-equipB 2-equipA
if(!equip) return resResult(STATUS.EQUIP_NOT_FIND);
let argsA = calEquipSeids(heroA);
let heroB: HeroType, equipA: EquipType, equipB: EquipType, argsB: number[] = [];
let heroAPutNum = 0, heroBPutTNum = 0; // 1:多一件 0:没变化 -1:少一件
let goodInfo = getGoodById(equip.id);
let obj = ITID.get(goodInfo.itid);
let eplaceId = obj.type; // 位置
if (type == 1) {
equipB = equip; // 要穿上的装备
if (equipB.hid == hid) return resResult(STATUS.WRONG_PARMS);
if(!checkEquipCanPut(heroA, equipB.id)) return resResult(STATUS.EQUIP_NOT_EQUIPED_HERO);
let index = heroA.ePlace.findIndex(cur => cur.id == eplaceId);
if (index == -1) return resResult(STATUS.WRONG_PARMS);
equipA = <EquipType>heroA.ePlace[index].equip; // 要脱下的装备
if(equipB.hid > 0) {
heroB = await HeroModel.findByHidAndRoleWithEquip(equipB.hid, roleId);
argsB = calEquipSeids(heroB);
}
if(equipA) {
if(equipB.hid > 0) {
if(checkEquipCanPut(heroB, equipA.id)) { // A=>b & B=>a
equipA = await EquipModel.putOnOrOff(equipA._id, equipB.hid);
heroB = await HeroModel.addEquip(roleId, heroB.hid, eplaceId, equipA._id);
} else { // A=>b & B=>0 & 0=>a
equipA = await EquipModel.putOnOrOff(equipA._id, 0);
heroB = await HeroModel.removeEquip(roleId, equipB.hid, eplaceId);
heroBPutTNum = -1;
}
} else { // A=>b & 0=>a
equipA = await EquipModel.putOnOrOff(equipA._id, 0);
}
} else {
if(equipB.hid > 0) { // A=>b & B=>0
heroB = await HeroModel.removeEquip(roleId, equipB.hid, eplaceId);
heroBPutTNum = -1;
}
// A=>b
heroAPutNum = 1;
}
heroA = await HeroModel.addEquip(roleId, heroA.hid, eplaceId, equipB._id);
equipB = await EquipModel.putOnOrOff(equipB._id, heroA.hid);
} else if (type == 2) { // A=>0 & 0=>a
if (!equip.hid) return resResult(STATUS.EQUIP_NOT_EQUIPED);
equipA = await EquipModel.putOnOrOff(equip._id, 0);
heroA = await HeroModel.removeEquip(roleId, heroA.hid, eplaceId);
heroAPutNum = -1;
}
if(heroA) {
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, heroA, {}, argsA);
if(heroAPutNum != 0) {
await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_BY_HERO, heroA, [heroAPutNum]);
}
}
if(heroB) {
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, heroB, {}, argsB);
if(heroBPutTNum != 0) await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_BY_HERO, heroA, [heroBPutTNum]);
}
if(heroAPutNum + heroBPutTNum != 0) {
await checkTask(roleId, sid, TASK_TYPE.EQUIP_SUM, heroAPutNum + heroBPutTNum, true, {});
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_SUM, heroAPutNum + heroBPutTNum)
}
let curEquips: Array<{ seqId: number, hid: number }> = [];
if(equipA) {
curEquips.push(pick(equipA, ['seqId', 'hid']));
if(equipA.hid == 0) {
await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_QUALITY, equipA, [-1]); // equipA必然是脱,如果hid不为0说明从一个人穿到另一个人,不算任务
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_QUALITY, 1, { quality: equipA.quality });
}
}
if(equipB) {
curEquips.push(pick(equipB, ['seqId', 'hid']));
if(equipB.hid != 0) {
await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_QUALITY, equipB, [1]); // equipB必然是穿,如果hid为0说明没有变化,不算任务
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_QUALITY, 1, { quality: equipB.quality });
}
}
if(type == 1) {
let { isTask, jewelLevel } = await checkTaskConditionEquipSuitJewelStage(heroA)//英雄满装备且都镶嵌相同阶数的宝石
if (isTask) {
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE, 1, { stage: jewelLevel })
}
}
return resResult(STATUS.SUCCESS, { curEquips: curEquips });
}
// 一次性装备上
public async putOnOnce(msg: { hid: number }, session: BackendSession) {
let { hid } = msg;
let roleId: string = session.get('roleId');
const serverId = session.get('serverId');
let sid: string = session.get('sid');
let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let args = calEquipSeids(hero);
let dicHero = gameData.hero.get(hid);
if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let dicJob = gameData.job.get(dicHero.jobid);
let allEquips = await EquipModel.findNotWearEquips(roleId);
let sortEquips = allEquips.map(equip => {
let { id, quality, ePlaceId, randMain } = equip;
let { goodsAbility, lvLimited } = gameData.goods.get(id);
let ce = calEquipCe(goodsAbility, randMain);
return { id, quality, ce, equip, goodsAbility, lvLimited, ePlaceId }
});
let { ePlace, lv } = hero;
let curEquips: Array<{ seqId: number, hid: number }> = [];
for (let curEPlace of ePlace) {
if (!curEPlace.equip) { // 未装备
let sortAttrId = equipTypeToSortAttr.get(curEPlace.id);
let sortedAndSuitEquips = sortEquips.filter(equipInfos => { // 筛选可穿的
let { id, lvLimited, ePlaceId } = equipInfos;
return lv >= lvLimited && checkEquipCanPut(hero, id) && curEPlace.id == ePlaceId;
});
console.log('sortedAndSuitEquips', JSON.stringify(sortedAndSuitEquips, null, 4))
sortedAndSuitEquips = sortedAndSuitEquips.sort((a, b) => { // 排序按:战力 => 根据位置看个别属性 => 品质
if (b.ce - a.ce != 0) return b.ce - a.ce;
let abilityA = a.goodsAbility.get(sortAttrId) || 0;
let abilityB = b.goodsAbility.get(sortAttrId) || 0;
if (abilityA - abilityB != 0) return abilityB - abilityA;
return b.quality - a.quality;
});
if (sortedAndSuitEquips.length > 0) {
let { equip } = sortedAndSuitEquips.shift();
hero = await HeroModel.addEquip(roleId, hero.hid, equip.ePlaceId, equip._id);
equip = await EquipModel.putOnOrOff(equip._id, hero.hid);
if (!!equip) curEquips.push(pick(equip, ['seqId', 'hid']));
}
}
}
if (curEquips.length > 0) {
//任务
//英雄满装备且都镶嵌相同阶数的宝石
let { isTask, jewelLevel } = await checkTaskConditionEquipSuitJewelStage(hero)
if (isTask) {
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE, 1, { stage: jewelLevel })
}
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, args);
}
return resResult(STATUS.SUCCESS, { curEquips });
}
//装备打孔
public async digHole(msg: { eid: number, id: number }, session: BackendSession) {
let { eid, id } = msg;
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let equip = await EquipModel.getEquip(eid);
let index = findIndex(equip.holes, { id });
if (index < 0)
return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
if (equip.holes[index].isOpen)
return resResult(STATUS.EQUIP_HOLE_IS_DUG);
let consumes: Array<{ id: number, count: number }> = [];
if (id == 1) {
consumes = parseGoodStr(EQUIP.EQUIP_ONE_HOLE);
} else if (id == 2) {
consumes = parseGoodStr(EQUIP.EQUIP_TWO_HOLE);
} else if (id == 3) {
consumes = parseGoodStr(EQUIP.EQUIP_THREE_HOLE);
}
let result = await handleCost(roleId, sid, consumes);
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
equip.holes[index].isOpen = true;
await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
}
//宝石镶嵌
public async fillHole(msg: { eid: number, id: number, jewel: number }, session: BackendSession) {
let { eid, id, jewel } = msg;
let roleId: string = session.get('roleId');
const serverId = session.get('serverId');
let sid: string = session.get('sid');
let consumes: Array<{ id: number, count: number }> = [];
let goods: Array<{ id: number, count: number }> = [];
let equip = await EquipModel.getEquip(eid);
let oldJewelCount = equip.holes.filter(cur => cur.jewel > 0).length;
let { itid } = getGoodById(equip.id);
let { equipJewel } = ITID.get(itid);
let jewelInfo = getGoodById(jewel);
if (jewelInfo.itid != equipJewel)
return resResult(STATUS.EQUIP_NOT_MATCH_JEWEL);
let index = findIndex(equip.holes, { id });
if (index < 0)
return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
if (!equip.holes[index].isOpen)
return resResult(STATUS.EQUIP_HOLE_IS_NOT_DUG);
let oldJewel = equip.holes[index].jewel;
if (!!oldJewel)
goods.push({ id: oldJewel, count: 1 });
consumes.push({ id: jewel, count: 1 });
let result = await handleCost(roleId, sid, consumes);
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
equip.holes[index].jewel = jewel;
await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
let roleName: string = session.get('roleName');
if (goods.length)
await addItems(roleId, roleName, sid, goods);
if (!!equip.hid) {
let hero = await HeroModel.findByHidAndRoleWithEquip(equip.hid, roleId);
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
//任务
//英雄满装备且都镶嵌相同阶数的宝石
let { isTask, jewelLevel } = await checkTaskConditionEquipSuitJewelStage(hero)
if (isTask) {
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE, 1, { stage: jewelLevel })
}
}
// 任务
await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL, equip, [oldJewelCount]);
await checkTaskWithArgs(roleId, sid, TASK_TYPE.EQUIP_JEWEL_STAGE, [jewel, oldJewel]);
await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL_SUM, equip, [oldJewelCount]);
//成长任务
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_JEWEL_SUM, 1)
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_JEWEL_STAGE, 1)
return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
}
//宝石合成(一键放入type:1, 合成type:2)
public async composeJewel(msg: { jewel: number, count: number, consumes: Array<{ id: number, count: number }>, type: number }, session: BackendSession) {
let { count, consumes, jewel, type } = msg;
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let serverId: number = session.get('serverId');
let sid: string = session.get('sid');
let goodInfo = getGoodById(jewel);
let good = ITID.get(goodInfo.itid);
if (good.type != CONSUME_TYPE.JEWEL)
return resResult(STATUS.WRONG_PARMS);
let needConsumes = checkMaterialEnough(consumes, jewel, count);//检查是否可以合成,并返回最终需要消耗的材料
if (!needConsumes)
return resResult(STATUS.WRONG_PARMS);
let res = await handleCost(roleId, sid, needConsumes);
if (!res)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
let result = await addItems(roleId, roleName, sid, [{ id: jewel, count: count }]);
if (goodInfo.lvLimited >= JEWEL_PUSH_LV) {
pushNormalItemMsg(roleId, roleName, serverId, MSG_SOURCE.JEWEL_COMPOSE, jewel, goodInfo.name);
}
if (type == 1)
return resResult(STATUS.SUCCESS, { goods: result });
return resResult(STATUS.SUCCESS);
}
//宝石卸下
public async putOffHole(msg: { eid: number, id: number }, session: BackendSession) {
let { eid, id } = msg;
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let goods: Array<{ id: number, count: number }> = [];
let equip = await EquipModel.getEquip(eid);
let oldJewelCount = equip.holes.filter(cur => cur.jewel > 0).length;
let index = findIndex(equip.holes, { id });
if (index < 0)
return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
let jewel = equip.holes[index].jewel;
if (!jewel)
return resResult(STATUS.EQUIP_NOT_FILL_HOLE);
goods.push({ id: jewel, count: 1 });
equip.holes[index].jewel = 0;
await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
await addItems(roleId, roleName, sid, goods);
if (!!equip.hid) {
let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_OFF, sid, roleId, hero, {}, [jewel]);
}
// 任务
await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL, equip, [oldJewelCount]);
await checkTaskWithArgs(roleId, sid, TASK_TYPE.EQUIP_JEWEL_STAGE, [0, jewel]);
await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL_SUM, equip, [oldJewelCount]);
return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
}
//宝石购买并合成
public async composeAndPurchaseJewel(msg: { jewel: number, count: number, consumes: Array<{ id: number, count: number }>, purchaseGoods: Array<{ id: number, count: number }> }, session: BackendSession) {
let { count, consumes, jewel, purchaseGoods } = msg;
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
const serverId = session.get('serverId');
let goodInfo = getGoodById(jewel);
let good = ITID.get(goodInfo.itid);
if (good.type != CONSUME_TYPE.JEWEL)
return resResult(STATUS.WRONG_PARMS);
if (!purchaseGoods) //需要购买才可进行合成的物品
purchaseGoods = [];
if (!consumes)
consumes = [];
let needConsumes = checkMaterialEnough(consumes.concat(purchaseGoods), jewel, count);//检查是否可以合成,并返回最终需要消耗的材料
if (!needConsumes)
return resResult(STATUS.WRONG_PARMS);
let items: Array<{ id: number, count: number, ratio?: number }> = [];
for (let item of purchaseGoods) {
items.push({ id: item.id, count: item.count, ratio: 1 })//加上购买的数量
}
items = items.concat(needConsumes);
let hasError = await decreaseItems(roleId, sid, items);//合并消耗是否足够
if (!!hasError)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
await addItems(roleId, roleName, sid, [{ id: jewel, count: count }]);
if (goodInfo.lvLimited >= JEWEL_PUSH_LV) {
pushNormalItemMsg(roleId, roleName, serverId, MSG_SOURCE.JEWEL_COMPOSE, jewel, goodInfo.name);
}
return resResult(STATUS.SUCCESS);
}
/**
* 临时使用的购买物品,后应该在商店中购买
* @param msg
* @param session
*/
public async purchaseGoods(msg: { purchaseGoods: Array<{ id: number, count: number }> }, session: BackendSession) {
let { purchaseGoods } = msg;
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let result = await addItems(roleId, roleName, sid, purchaseGoods);
if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
return resResult(STATUS.SUCCESS);
}
/**
* 合成下一级宝石并穿戴(装备镶嵌界面)
* @param msg
* @param session
*/
public async composeNextLevelJewel(msg: { jewel: number, count: number, eid: number, id: number }, session: BackendSession) {
let { count, jewel, eid, id } = msg;
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let serverId = session.get('serverId');
let goodInfo = getGoodById(jewel);
let good = ITID.get(goodInfo.itid);
let needUpdate = false;
let oldJewel: number;
let consumes: Array<{ id: number, count: number, ratio?: number }> = [];
if (good.type != CONSUME_TYPE.JEWEL || !eid || eid < 0)
return resResult(STATUS.WRONG_PARMS);
let equip = await EquipModel.getEquip(eid);
if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
let oldJewelCount = equip.holes.filter(cur => cur.jewel > 0).length;
let index = findIndex(equip.holes, { id });
//装备上该位置有穿戴该宝石,且在合成的材料中
if (!!equip.holes[index] && equip.holes[index].jewel == goodInfo.composeMaterial[0].id) {
oldJewel = equip.holes[index].jewel;
equip.holes[index].jewel = jewel;//合成后的新宝石穿戴到装备上
needUpdate = true;
consumes.push({ id: goodInfo.composeMaterial[0].id, count: 1, ratio: 1 });//ratio:1表示可以释放掉一颗宝石
}
consumes = consumes.concat(goodInfo.composeMaterial);
if (goodInfo.specialMaterial.count) {
consumes.push({ id: goodInfo.specialMaterial.ids[0], count: goodInfo.specialMaterial.count })
}
let hasError = await decreaseItems(roleId, sid, consumes);//检查是消耗是否足够
if (!!hasError)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
if (goodInfo.lvLimited >= JEWEL_PUSH_LV) {
pushNormalItemMsg(roleId, roleName, serverId, MSG_SOURCE.JEWEL_COMPOSE, jewel, goodInfo.name);
}
let result = {};
if (needUpdate) {
//穿戴宝石
equip = await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
if (!!equip.hid) {
let hero = await HeroModel.findByHidAndRoleWithEquip(equip.hid, roleId);
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
//任务
//英雄满装备且都镶嵌相同阶数的宝石
let { isTask, jewelLevel } = await checkTaskConditionEquipSuitJewelStage(hero)
if (isTask) {
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE, 1, { stage: jewelLevel })
}
}
// 任务
await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL, equip, [oldJewelCount]);
await checkTaskWithArgs(roleId, sid, TASK_TYPE.EQUIP_JEWEL_STAGE, [jewel, oldJewel]);
await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL_SUM, equip, [oldJewelCount]);
//成长任务
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_JEWEL_SUM, count)
return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
} else {
result = await addItems(roleId, roleName, sid, [{ id: jewel, count: count }]);
return resResult(STATUS.SUCCESS, { goods: [{ id: jewel, count }] });
}
}
/**
* @description 藏宝图合成
* @param {{target: number, original: Array<{id: number, count: number}>}} msg
* @param {BackendSession} session
* @returns
* @memberof ComBattleHandler
*/
async composeBlueprt(msg: { target: number, original: Array<{ id: number, count: number }> }, session: BackendSession) {
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const sid = session.get('sid');
const serverId = session.get('serverId');
const { target, original } = msg;
// 原材料检查
let originalQuality: number, originalSum: number = 0;
for (let { id, count } of original) {
const goodInfo = gameData.goods.get(id);
if (!originalQuality) originalQuality = goodInfo.quality;
if (originalQuality != goodInfo.quality) {
return resResult(STATUS.COM_BLUEPRT_QUALITY_ERROR);
}
if (goodInfo.itid == IT_TYPE.BLUEPRT) {
originalSum += count;
}
}
const dicCompose = gameData.blurprtCompose.get(originalQuality);
if (!dicCompose) {
return resResult(STATUS.COM_BLUEPRT_QUALITY_CANNOT_COMPOSE);
}
if (originalSum != dicCompose.blueprtNum) {
return resResult(STATUS.COM_BLUEPRT_COUNT_ERROR);
}
let dicTargetInfo = gameData.goods.get(target);
if (!dicTargetInfo) return resResult(STATUS.WRONG_PARMS);
if (dicTargetInfo.quality != dicCompose.targetQuality) return resResult(STATUS.COM_BLUEPRT_QUALITY_ERROR);
// 消耗藏宝图和寻宝币
let costResult = await handleCost(roleId, sid, [...original, ...dicCompose.coinNum]);
if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
const reward = [{ id: target, count: 1 }];
const goods = await addItems(roleId, roleName, sid, reward);
if (dicCompose.targetQuality >= QUALITY_TYPE.ORANGE) {
const { name } = gameData.goods.get(target);
pushNormalItemMsg(roleId, roleName, serverId, MSG_SOURCE.ORANGE_BLUEPRT_COMPOSE, target, name);
}
await checkTask(roleId, sid, TASK_TYPE.COM_BATTLE_BLUEPRT, 1, true, { quality: dicCompose.targetQuality });
return resResult(STATUS.SUCCESS, { goods, costGold: 0 });
}
}