678 lines
29 KiB
TypeScript
678 lines
29 KiB
TypeScript
import { Application, BackendSession } from "pinus";
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import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, HERO_GROW_MAX, MSG_SOURCE, JEWEL_PUSH_LV } from "../../../consts";
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import { ItemInter } from "../../../pubUtils/interface";
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import { resResult, parseGoodStr, getRandValueByMinMax, getRandEelm } from "../../../pubUtils/util";
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import { addItems, handleCost, decreaseItems } from "../../../services/rewardService";
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import { EquipModel, EquipType } from "../../../db/Equip";
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import { HeroModel, EPlace } from "../../../db/Hero";
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import Role from "../../../db/Role";
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import { calPlayerCeAndSave } from "../../../services/playerCeService";
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import { getHeroJob, getGoodById, gameData, getHeroEquipByClassId } from "../../../pubUtils/data";
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import { EQUIP } from "../../../pubUtils/dicParam";
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import { ITID, SPEICAL_ITEM, QUALITY_TYPE } from "../../../consts/constModules/itemConst";
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import { changeEquip, dressEquip, checkMaterialEnough, takeOffEquipAndCalPlayerCe } from "../../../services/equipService";
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import { indexOf, findIndex } from 'underscore';
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import { pushEquipRefineSucMsg, pushNormalEquipMsg } from "../../../services/chatService";
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export default function (app: Application) {
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return new EquipHandler(app);
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}
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export class EquipHandler {
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constructor(private app: Application) {
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}
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// test接口添加任意道具
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public async addItem(msg: { id: number, count: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let { id, count } = msg;
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let goods = await addItems(roleId, roleName, sid, [{ id, count }]);
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return resResult(STATUS.SUCCESS, { goods });
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}
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// 合成装备
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public async composeEquip(msg: { gid: number, originalEquip: number[] }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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const serverId = session.get('serverId');
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// 消耗材料
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// 获得装备
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let { gid, originalEquip } = msg;
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let targetGood = gameData.goods.get(gid);
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if (!targetGood) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let cost = new Array<ItemInter>();
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if (targetGood.suitId > 0) { // 套装
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cost = cost.concat(targetGood.composeMaterial);
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let specialMaterial = targetGood.specialMaterial;
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let costCount = 0;
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let equips = await EquipModel.getEquips(originalEquip);
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for (let { id, seqId } of equips) {
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if (specialMaterial.ids.includes(id)) {
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costCount++;
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cost.push({ id, seqId, count: 1 });
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}
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}
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if (specialMaterial.count > costCount) {
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return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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}
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} else { // 普通装备
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cost.push({
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id: targetGood.pieceId,
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count: targetGood.pieces
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});
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}
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let result = await handleCost(roleId, sid, cost);
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if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let items = [{ id: gid, count: 1 }];
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let goods = await addItems(roleId, roleName, sid, items);
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if (targetGood.suitId) {
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pushNormalEquipMsg(roleId, roleName, serverId, MSG_SOURCE.EQUIP_COMPOSE_SUIT, gid, targetGood.name);
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}
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if (targetGood.quality >= QUALITY_TYPE.ORANGE) {
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pushNormalEquipMsg(roleId, roleName, serverId, MSG_SOURCE.EQUIP_COMPOSE_ORANGE, gid, targetGood.name);
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}
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return resResult(STATUS.SUCCESS, { goods });
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}
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// 装备栏强化
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public async strengthen(msg: { hid: number, ePlaceId: number, type: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let { hid, ePlaceId, type } = msg;
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let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
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if (!hero) return resResult(STATUS.HERO_NOT_FIND);
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let { ePlace, lv: playerLv } = hero; // 装备栏
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let strengthenArr = new Array<EPlace>();
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if (type == EQUIP_STRENGTHEN_TYPE.SINGLE || type == EQUIP_STRENGTHEN_TYPE.SINGLE_QUICK) { // 单装备强化
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strengthenArr = ePlace.filter(cur => cur.id == ePlaceId && cur.equip);
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} else if (type == EQUIP_STRENGTHEN_TYPE.ALL_QUICK) { // 全六件(装备中)的强化
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strengthenArr = ePlace.filter(cur => cur.equip);
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}
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if (strengthenArr.length <= 0) {
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return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH);
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}
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let minLv = strengthenArr[0].lv; // 从最低装备的等级开始
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for (let { lv } of strengthenArr) {
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if (lv < minLv) minLv = lv;
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}
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let { coin } = await Role.findByRoleId(roleId);
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let maxLv = type == EQUIP_STRENGTHEN_TYPE.SINGLE ? minLv + 1 : playerLv;
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if (maxLv > playerLv) maxLv = playerLv;
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if (minLv >= maxLv) {
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return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
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}
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let costCoin = 0; // 消耗铜币
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let flag = false; // 铜币不足
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for (let i = minLv; i < maxLv; i++) {
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for (let s of strengthenArr) {
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if (s.lv == i) {
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let cost = gameData.strengthenCost.get(i + 1);
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if (!cost) { flag = true; break; }
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if (coin < costCoin + cost) { flag = true; break; }
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costCoin += cost;
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s.lv++;
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}
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}
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if (flag) break;
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}
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if (costCoin <= 0) { // 连一级都不够升
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return resResult(STATUS.ROLE_COIN_NOT_ENOUGH);
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}
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let result = await handleCost(roleId, sid, [{
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id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN),
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count: costCoin
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}]);
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if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero.ePlace = ePlace;
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { ePlace });
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const curHero = {
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hid,
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ePlace: strengthenArr
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}
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return resResult(STATUS.SUCCESS, { curHero });
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}
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// 装备栏一键强化至相应等级
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public async strengthenAll(msg: { hid: number, lv: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let { hid, lv: maxLv } = msg; // lv: 升到哪一级
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let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
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if (!hero) return resResult(STATUS.HERO_NOT_FIND);
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let { ePlace, lv: playerLv } = hero; // 装备栏
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let strengthenArr = ePlace.filter(cur => cur.equip);
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if (strengthenArr.length <= 0) {
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return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH);
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}
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let minLv = strengthenArr[0].lv; // 从最低装备的等级开始
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for (let { lv } of strengthenArr) {
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if (lv < minLv) minLv = lv;
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}
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let { coin } = await Role.findByRoleId(roleId);
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if (maxLv > playerLv) {
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return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
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}
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let costCoin = 0; // 消耗铜币
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for (let i = minLv; i < maxLv; i++) {
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for (let s of strengthenArr) {
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if (s.lv == i) {
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let cost = gameData.strengthenCost.get(i + 1);
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costCoin += cost;
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s.lv++;
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}
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}
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}
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if (costCoin > coin) {
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return resResult(STATUS.ROLE_COIN_NOT_ENOUGH);
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}
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let result = await handleCost(roleId, sid, [{
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id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN),
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count: costCoin
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}]);
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if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero.ePlace = ePlace;
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { ePlace });
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const curHero = {
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hid,
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ePlace: strengthenArr
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}
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return resResult(STATUS.SUCCESS, { curHero });
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}
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// 装备栏精炼
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public async refine(msg: { hid: number, ePlaceId: number, material: { id: number, count: number }[] }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let serverId = session.get('serverId');
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let sid: string = session.get('sid');
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let { hid, ePlaceId, material } = msg;
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let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
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if (!hero) return resResult(STATUS.HERO_NOT_FIND);
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let { ePlace } = hero; // 装备栏
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let curEplace = ePlace.find(cur => cur.id == ePlaceId);
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if (!curEplace) {
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return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH);
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}
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let { lv, refineLv } = curEplace; // 强化等级,精炼等级,精炼次数
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if (lv < HERO_GROW_MAX.EQUIP_STRENGTHEN) {
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return resResult(STATUS.ROLE_EQUIP_NOT_REACH_MAX);
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}
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if (refineLv >= HERO_GROW_MAX.EQUIP_REFINE) {
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return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
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}
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// 是否成功精炼
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let dicRefine = gameData.refine.get(refineLv + 1);
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if (!dicRefine) {
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return resResult(STATUS.DIC_DATA_NOT_FOUND)
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}
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let { successRate } = dicRefine;
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for (let { id, count } of material) {
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let dicGoods = gameData.goods.get(id);
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if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if (!SPEICAL_ITEM.REFINE_ADD_RATE.includes(id)) {
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return resResult(STATUS.ROLE_WRONG_ITEM)
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}
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successRate += count * dicGoods.value;
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if (isNaN(successRate)) console.error(id, count, dicGoods.value);
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}
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let ran = Math.floor(Math.random() * 100);
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let isSuccess = ran <= successRate;
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// 消耗道具提升成功率 每个道具提升10%成功率
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// 精炼
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if (isSuccess) {
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curEplace.refineLv++;
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}
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// 消耗
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let cost = dicRefine.material.concat(material);
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let result = await handleCost(roleId, sid, cost);
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if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { ePlace });
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const curHero = {
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hid,
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ePlace: [curEplace]
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}
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if (isSuccess) {
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pushEquipRefineSucMsg(roleId, roleName, serverId, curEplace);
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}
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return resResult(STATUS.SUCCESS, { isSuccess, curHero });
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}
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// 装备洗炼锁定
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public async lockRandSe(msg: { eid: number, id: number, lock: boolean }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let { eid, id, lock } = msg;
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let equip = await EquipModel.findbySeqId(eid);
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if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
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let { randSe } = equip;
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if (!randSe || randSe.length <= 0) {
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return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
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}
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let curSe = randSe.find(cur => cur.id == id);
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if(!curSe || lock == curSe.locked) {
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return resResult(STATUS.ROLE_EQUIP_DUPLICATE_LOCK);
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}
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if (lock) { // 仅在上锁时消耗,根据已有的锁的数量判断消耗
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let lockNum = randSe.filter(cur => cur.locked).length;
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let consumes: Array<{ id: number, count: number }> = [];
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if (lockNum == 0) {
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consumes = parseGoodStr(EQUIP.EQUIP_ONE_LOCKED);
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} else if (lockNum == 1) {
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consumes = parseGoodStr(EQUIP.EQUIP_TWO_LOCKED);
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} else if (lockNum == 2) {
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consumes = parseGoodStr(EQUIP.EQUIP_THREE_LOCKED);
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} else {
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return resResult(STATUS.ROLE_ALL_SE_LOCK);
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}
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let result = await handleCost(roleId, sid, consumes);
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if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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}
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let result = await EquipModel.lock(roleId, eid, id, lock);
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if (!result) {
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return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
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}
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return resResult(STATUS.SUCCESS, { curEquip: result });
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}
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// 装备洗炼
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public async reStrengthen(msg: { eid: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let { eid } = msg;
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let equip = await EquipModel.findbySeqId(eid);
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if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
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let {id, randSe, hid, ePlaceId } = equip;
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if(!randSe || randSe.length <= 0 ) {
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return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
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}
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let dicGoods = gameData.goods.get(id);
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if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let { randomEffect } = dicGoods;
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let chosen = randSe.map(cur => cur.seid); // 上一轮随机出来的
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let randomResult: number[] = getRandEelm(randomEffect.filter(cur => !chosen.includes(cur)), randSe.length);
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let lockNum = 0;
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let removeSeidList = new Array<number>(); // 原装备上的seid [seid, rand, ...]
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for(let i = 0; i < randSe.length; i++) {
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removeSeidList.push(randSe[i].seid, randSe[i].rand);
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if(!randSe[i].locked) {
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let random = gameData.randomEffectPool.get(randomResult[i]);
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if (!random) break ;
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let rand = 0;
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if (random.id > 0) rand = getRandValueByMinMax(random.Min, random.Max, 0);
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randSe[i].seid = random.id;
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randSe[i].rand = rand;
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} else {
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lockNum++;
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}
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}
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if (lockNum >= randSe.length) {
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return resResult(STATUS.ROLE_EQUIP_CANNOT_RESTRENGTHEN);
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}
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// 消耗
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let consumes: Array<{ id: number, count: number }> = [];
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if (lockNum == 0) {
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consumes = parseGoodStr(EQUIP.EQUIP_ONE_REFORGED);
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} else if (lockNum == 1) {
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consumes = parseGoodStr(EQUIP.EQUIP_TWO_REFORGED);
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} else if (lockNum == 2) {
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consumes = parseGoodStr(EQUIP.EQUIP_THREE_REFORGED);
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} else {
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consumes = parseGoodStr(EQUIP.EQUIP_FOUR_REFORGED);
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}
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let result = await handleCost(roleId, sid, consumes);
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if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let equipResult = await EquipModel.updateEquipInfo(eid, { randSe })
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let curEquip = {
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seqId: equipResult.seqId,
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id: equipResult.id,
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randSe: equipResult.randSe
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}
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// 更新战力
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const hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.RESTRENGTHEN, sid, roleId, hero, {}, [ePlaceId, ...removeSeidList]);
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return resResult(STATUS.SUCCESS,{curEquip});
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}
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//分解装备
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public async decomposeEquip(msg: { originalEquip: Array<number> }, session: BackendSession) {
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let { originalEquip } = msg;
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let equips = await EquipModel.getEquips(originalEquip);
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if (equips.length < originalEquip.length)
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return resResult(STATUS.EQUIP_NOT_FIND);
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let goods: Array<{ id: number, count: number }> = [];
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for (let equip of equips) {
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if (!!equip.hid)
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return resResult(STATUS.EQUIP_IS_EQUIPED_NOT_DECOMPOSE);
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let goodInfo = getGoodById(equip.id);
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if (!goodInfo)
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return resResult(STATUS.EQUIP_NOT_FIND);
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goods = goods.concat(goodInfo.decomposeItem);
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}
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let uids = [{ uid: roleId, sid }];
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await EquipModel.deleteEquips(originalEquip);
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this.app.get('channelService').pushMessageByUids('onEquipDel', resResult(STATUS.SUCCESS, {equips:originalEquip}), uids);
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let result = await addItems(roleId, roleName, sid, goods);
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return resResult(STATUS.SUCCESS, { goods: result });
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}
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//穿戴或卸载装备 1-穿上装备(包括替换) 2-脱下装备
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public async putOnOrOff(msg: { eid: number, hid: number, type: number }, session: BackendSession) {
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let { eid, hid, type } = msg;
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let roleId: string = session.get('roleId');
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let equip = await EquipModel.getEquip(eid);
|
||
let sid: string = session.get('sid');
|
||
let goodInfo = getGoodById(equip.id);
|
||
let obj = ITID.get(goodInfo.itid);
|
||
let id = obj.type;
|
||
let curEquips: Array<{ seqId: number, hid: number}> = [];
|
||
let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
|
||
if (!hero)
|
||
return resResult(STATUS.HERO_NOT_FIND);
|
||
if (type == 1) {
|
||
if (equip.hid == hid)
|
||
return resResult(STATUS.WRONG_PARMS);
|
||
if (goodInfo.lvLimited > hero.lv)
|
||
return resResult(STATUS.EQUIP_LEVEL_LIMIT);
|
||
let { jobid } = gameData.hero.get(hid);
|
||
let { job_class } = getHeroJob(jobid);
|
||
let { classId } = getHeroEquipByClassId(goodInfo.itid);
|
||
if (indexOf(classId, job_class) < 0)
|
||
return resResult(STATUS.EQUIP_NOT_EQUIPED_HERO);
|
||
let index = findIndex(hero.ePlace, { id });
|
||
if (index < 0)
|
||
return resResult(STATUS.WRONG_PARMS);
|
||
let equipOffInfo = <EquipType>hero.ePlace[index].equip;
|
||
let curEquip = await changeEquip(roleId, sid, equipOffInfo, equip.hid, id, eid);
|
||
if (!!curEquip)
|
||
curEquips.push(curEquip);
|
||
curEquip = await dressEquip(roleId, sid, hero, equip);
|
||
if (!!curEquip)
|
||
curEquips.push(curEquip);
|
||
} else if (type == 2) {
|
||
if (!equip.hid)
|
||
return resResult(STATUS.EQUIP_NOT_EQUIPED);
|
||
let curEquip = await takeOffEquipAndCalPlayerCe(roleId, sid, hero, equip, id)
|
||
curEquips.push(curEquip);
|
||
}
|
||
return resResult(STATUS.SUCCESS, { curEquips: 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');
|
||
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 { 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.findByHidAndRole(equip.hid, roleId);
|
||
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
|
||
}
|
||
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 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 (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 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]);
|
||
}
|
||
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) {
|
||
pushNormalEquipMsg(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 goodInfo = getGoodById(jewel);
|
||
let good = ITID.get(goodInfo.itid);
|
||
let needUpdate = false;
|
||
let oldJewel;
|
||
let consumes: Array<{id: number, count: number, ratio?: number}> = [];
|
||
if (good.type != CONSUME_TYPE.JEWEL)
|
||
return resResult(STATUS.WRONG_PARMS);
|
||
let equip;
|
||
if (!!eid) {//合成并穿戴
|
||
equip = await EquipModel.getEquip(eid);
|
||
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);
|
||
let result = {};
|
||
if (needUpdate) {
|
||
//穿戴宝石
|
||
await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
|
||
if (!!equip.hid) {
|
||
let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
|
||
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
|
||
}
|
||
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}] });
|
||
}
|
||
}
|
||
} |