353 lines
14 KiB
TypeScript
353 lines
14 KiB
TypeScript
import { STATUS } from '../../../consts/statusCode';
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import { RoleModel } from './../../../db/Role';
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import { HeroModel } from '../../../db/Hero';
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import { resResult, decodeIdCntArrayStr, parseGoodStr, reduceCe } from '../../../pubUtils/util';
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import {Application, BackendSession} from 'pinus';
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import { handleCost } from '../../../services/rewardService';
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import { getTitle, getTeraph, gameData, getScollByStar } from '../../../pubUtils/data';
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import { SCHOOL, SCROLL } from '../../../pubUtils/dicParam';
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import { getTeraphAttr, getAtrrNameById } from '../../../consts/constModules/abilityConst'
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import { findIndex } from 'underscore';
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import { SclResultInter, SclPosInter } from '../../../pubUtils/interface';
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import { SchoolModel } from '../../../db/School';
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import { checkMaterialEnough } from '../../../services/roleService'
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import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService';
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import { HERO_SYSTEM_TYPE } from '../../../consts';
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export default function(app: Application) {
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return new RoleHandler(app);
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}
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export class RoleHandler {
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constructor(private app: Application) {
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}
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async initEquips(roleId: string, roleName: string) {
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// const seqId = await CounterModel.getNewCounter(COUNTER.EID);
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// const equipInfo = {
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// roleId,
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// roleName,
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// id: 1,
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// name: '倚天剑',
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// seqId,
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// type: 1
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// }
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// const equip = await EquipModel.createEquip(equipInfo);
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// await HeroModel.addEquip(roleId, 12, 1, equip._id);
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}
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async initHeros(roleId: string, roleName: string) {
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const heroInfo = {
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roleId,
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roleName,
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hid: 1,
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hName: '曹操',
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quality: 1,
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job: 1,
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star: 0,
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serverId: 1,
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skins:[{id: 41001, enable: true}]
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}
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await HeroModel.createHero(heroInfo);
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}
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async initRole(msg: {content: string , target: string}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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console.log('role in initRole: ', roleId, roleName);
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let heros = await HeroModel.findByRole(roleId);
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if (!heros || heros.length === 0) {
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await this.initHeros(roleId, roleName);
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}
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// let equips = await EquipModel.findbyRole(roleId);
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// if (!equips || equips.length === 0) {
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await this.initEquips(roleId, roleName);
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// }
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console.log('initRole finish');
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}
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async getRoleInfo(msg: {targetRoleId: string}, session: BackendSession) {
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let { targetRoleId } = msg;
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let { roleId, roleName, headHid = 1, ce = 0, topFive, topFiveCe = 0 } = await RoleModel.findByRoleId(targetRoleId);
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return resResult(STATUS.SUCCESS, { roleId, roleName, headHid, ce, topFive, topFiveCe });
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}
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//爵位
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async roleTitleLevelUp(msg: {}, session: BackendSession){
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let roleId = session.get('roleId');
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let role = await RoleModel.findByRoleId(roleId);
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let oldCe = role.ce;
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let sid: string = session.get('sid');
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let title = ++role.title;
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let titleInfo = getTitle(role.title);
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if (!titleInfo)
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return resResult(STATUS.DIC_DATA_NOT_FOUND)
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if (titleInfo.lvLimited > role.lv)
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return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH)
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let consumes = titleInfo.material;
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let result = await handleCost(roleId, sid, consumes);
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if (!result)
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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await RoleModel.updateRoleInfo(roleId, { title });
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let {ce} = await calAllHeroCe( sid, roleId, HERO_SYSTEM_TYPE.TITLE, [title]);
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return resResult(STATUS.SUCCESS, { roleId, title, oldCe: reduceCe(oldCe), incRoleCe: ce - reduceCe(oldCe)});
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}
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//神像强化
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async roleTeraphStrengthen(msg: {id: number, count: number}, session: BackendSession){
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let {id, count} = msg;
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let roleId = session.get('roleId');
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let role = await RoleModel.findByRoleId(roleId);
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let sid: string = session.get('sid');
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let index = findIndex(role.teraphs, {id});
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if (index < 0)
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return resResult(STATUS.WRONG_PARMS);
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let teraph = role.teraphs[index];
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let teraphInfo = getTeraph(id, teraph.grade);
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if (!teraphInfo)
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return resResult(STATUS.DIC_DATA_NOT_FOUND)
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let attrs = [];
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for (let attrName in getTeraphAttr()) {
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let attrNameMax = attrName+'Max';
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if (teraph[attrName] < teraphInfo[attrNameMax]) {
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attrs.push(attrName);
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}
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}
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if (!attrs.length)
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return resResult(STATUS.ROLE_TERAPH_NOT_STRENGTHEN);
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let {attr, consumes} = checkMaterialEnough(count, attrs, teraphInfo, teraph);
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for (let key in attr) {
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teraph[key] += attr[key];
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role.globalCeAttr[key].fixUp += attr[key];
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}
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let result = await handleCost(roleId, sid, consumes);
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if (!result)
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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await RoleModel.updateRoleInfo(roleId, { teraphs: role.teraphs, globalCeAttr: role.globalCeAttr});
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await calAllHeroCe( sid, roleId);
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return resResult(STATUS.SUCCESS, { roleId, teraphs: role.teraphs });
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}
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//神像进阶
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async roleTeraphQualityUp(msg: {id: number}, session: BackendSession){
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let {id} = msg;
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let roleId = session.get('roleId');
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let role = await RoleModel.findByRoleId(roleId);
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let sid: string = session.get('sid');
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let index = findIndex(role.teraphs, {id});
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if (index < 0)
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return resResult(STATUS.WRONG_PARMS);
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let teraph = role.teraphs[index];
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let teraphInfo = getTeraph(id, teraph.grade);
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if (!teraphInfo)
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return resResult(STATUS.DIC_DATA_NOT_FOUND)
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for (let attrName in getTeraphAttr()) {
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if (teraph[attrName] != teraphInfo[attrName +'Max'])
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return resResult(STATUS.ROLE_TERAPH_NOT_QUILITY);
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teraph[attrName] = 0;
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}
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teraph.grade++;
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let nextTeraphInfo = getTeraph(id, teraph.grade)
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if (!nextTeraphInfo)
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return resResult(STATUS.DIC_DATA_NOT_FOUND)
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let consumes = teraphInfo.upGradeMaterial;
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let result = await handleCost(roleId, sid, consumes);
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if (!result)
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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for (let {id, number} of nextTeraphInfo.assiAttrValue) {
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let attrName = getAtrrNameById(id);
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role.globalCeAttr[attrName].ratioUp += number;
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}
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await RoleModel.updateRoleInfo(roleId, { teraphs: role.teraphs, globalCeAttr: role.globalCeAttr});
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await calAllHeroCe(sid, roleId);
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return resResult(STATUS.SUCCESS, { roleId, teraphs: role.teraphs });
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}
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// 获得百家学宫
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async getSchoolList(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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const dicPosition = decodeIdCntArrayStr(SCHOOL.SCHOOL_POSITION, 1); // id=>isOpen
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const userSchoolList = await SchoolModel.findByRoleId(roleId);
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let school = new Array<SclResultInter>();
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gameData.school.forEach((dicSchool) => {
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let position = new Array<SclPosInter>();
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dicPosition.forEach((isOpen, id) => {
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id = parseInt(id);
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let userSchool = userSchoolList.find(cur => cur.schoolId == dicSchool.id && cur.positionId == id);
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if (userSchool) {
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position.push({
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id,
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hid: userSchool.hid,
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isOpen: userSchool.isOpen
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});
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} else {
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position.push({
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id,
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hid: 0,
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isOpen: !!isOpen
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});
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}
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});
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school.push({
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id: dicSchool.id,
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position
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});
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});
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return resResult(STATUS.SUCCESS, { school });
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}
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// 摆放/替换/卸下武将
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async changeSchoolHero(msg: { schoolId: number, positionId: number, hid: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let sid = session.get('sid');
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let { schoolId, positionId, hid } = msg;
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if (!gameData.school.has(schoolId)) {
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return resResult(STATUS.DIC_DATA_NOT_FOUND);
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}
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const dicPosition = decodeIdCntArrayStr(SCHOOL.SCHOOL_POSITION, 1); // id(str) => isOpen
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if (!dicPosition.has(positionId.toString())) {
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return resResult(STATUS.DIC_DATA_NOT_FOUND);
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}
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let isOpen = !!dicPosition.get(positionId.toString()); // 该位置是否解锁
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if(hid > 0) {
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let findHero = await SchoolModel.findByHid(roleId, hid);
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if (!!findHero) {
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return resResult(STATUS.ROLE_SCHOOL_HERO_USED);
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}
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let curHero = await HeroModel.findByHidAndRole(hid, roleId);
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if (!curHero) return resResult(STATUS.HERO_NOT_FIND);
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}
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let curSchool = await SchoolModel.findBySclAndPos(roleId, schoolId, positionId);
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let preHid = 0; // 原先在该位置上的武将
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if (curSchool) {
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isOpen = curSchool.isOpen;
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preHid = curSchool.hid;
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}
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if (!isOpen) {
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return resResult(STATUS.ROLE_SCHOOL_POSITION_LOCKED);
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}
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await SchoolModel.updateBySclAndPos(roleId, schoolId, positionId, { hid, isOpen })
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await calPlayerCeAndSave(sid, roleId, [], HERO_SYSTEM_TYPE.SCHOOL, [schoolId, hid, preHid]);
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return resResult(STATUS.SUCCESS, {
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schoolId, positionId, hid, preHid, isOpen
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});
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}
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// 解锁位置
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async unlockSchoolPosition(msg: { schoolId: number, positionId: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let sid = session.get('sid');
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let { schoolId, positionId } = msg;
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if (!gameData.school.has(schoolId)) {
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return resResult(STATUS.DIC_DATA_NOT_FOUND);
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}
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const dicPosition = decodeIdCntArrayStr(SCHOOL.SCHOOL_POSITION, 1); // id(str) => isOpen
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if (!dicPosition.has(positionId.toString())) {
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return resResult(STATUS.DIC_DATA_NOT_FOUND);
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}
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let isOpen = !!dicPosition.get(positionId.toString()); // 该位置是否解锁
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if (isOpen) {
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return resResult(STATUS.ROLE_SCHOOL_POSITION_UNLOCK_NOT_NEED);
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}
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let curSchool = await SchoolModel.findBySclAndPos(roleId, schoolId, positionId);
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if (curSchool && curSchool.isOpen) {
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return resResult(STATUS.ROLE_SCHOOL_POSITION_UNLOCK_NOT_NEED);
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}
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const cost = parseGoodStr(SCHOOL.SCHOOL_UNLOCK_COIN);
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const costResult = await handleCost(roleId, sid, cost);
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if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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curSchool = await SchoolModel.updateBySclAndPos(roleId, schoolId, positionId, { isOpen: true })
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return resResult(STATUS.SUCCESS, {
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schoolId, positionId, hid: curSchool.hid, isOpen: curSchool.isOpen
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});
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}
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// 激活/升级名将谱
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async activeHeroScroll(msg: { hid: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let sid = session.get('sid');
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let { hid } = msg;
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let curHero = await HeroModel.findByHidAndRole(hid, roleId, 'star colorStar quality scrollId scrollActive scrollStar scrollColorStar scrollQuality favour favourLv');
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if (!curHero) return resResult(STATUS.HERO_NOT_FIND);
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let dicHero = gameData.hero.get(hid);
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if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let { star, colorStar, quality, scrollId, scrollActive, scrollStar, scrollColorStar, scrollQuality, favour, favourLv } = curHero;
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let update = {
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scrollActive, scrollId, scrollStar, scrollColorStar, scrollQuality, favour, favourLv
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};
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if (!scrollActive) { // 初次激活
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update.scrollActive = true;
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update.scrollStar = dicHero.initialStars;
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update.scrollQuality = dicHero.quality;
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update.scrollColorStar = 0;
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// 获取一定好感度
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let friendShipLevels = gameData.friendShipLevel;
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if (friendShipLevels[friendShipLevels.length - 1].level > favourLv) {
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update.favour += SCROLL.SCROLL_ACTIVE_FAVOUR;
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for (let friendShipLevel of friendShipLevels) {
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if (friendShipLevel.level < update.favourLv)
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continue;
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if (friendShipLevel.exp > update.favour)
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break;
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update.favour -= friendShipLevel.exp;
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update.favourLv++;
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}
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}
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} else {
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if (star > scrollStar) { // 可以升星
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update.scrollStar++;
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} else if (quality > scrollQuality ) { // 可以升品
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update.scrollQuality++;
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} else if (colorStar > scrollColorStar) { // 可以升彩星
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update.scrollColorStar++;
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} else {
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return resResult(STATUS.ROLE_SCROLL_REACH_MAX);
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}
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}
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let dicHeroScroll = getScollByStar(dicHero.quality, update.scrollStar, update.scrollQuality, update.scrollColorStar);
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update.scrollId = dicHeroScroll?dicHeroScroll.id: 0;
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curHero = await HeroModel.updateHeroInfo(roleId, hid, update, 'hid scrollActive scrollId scrollStar scrollColorStar scrollQuality favour favourLv');
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await calPlayerCeAndSave(sid, roleId, [], HERO_SYSTEM_TYPE.SCROLL, [hid, favourLv]);
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return resResult(STATUS.SUCCESS, {
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curHero
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});
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}
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}
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