Files
ZYZ/game-server/app/servers/role/handler/roleHandler.ts
2021-01-12 14:13:30 +08:00

353 lines
14 KiB
TypeScript

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