586 lines
25 KiB
TypeScript
586 lines
25 KiB
TypeScript
import {Application, BackendSession, ChannelService} from 'pinus';
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import { handleCost, addItems, unlockFigure } from '../../../services/rewardService';
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import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService';
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import { resResult, returnHeroCeRatio, deepCopy } from '../../../pubUtils/util';
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import { STATUS } from '../../../consts/statusCode';
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import { HeroModel, Connect } from '../../../db/Hero';
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import {CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ABI_STAGE, DEBUG_MAGIC_WORD, HERO_INITIAL_QUALITY} from '../../../consts';
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import { RoleModel } from '../../../db/Role';
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import { ItemModel } from '../../../db/Item';
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import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getFriendShipById, getFavourLvByExp } from '../../../pubUtils/data';
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import { RewardInter } from '../../../pubUtils/interface';
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import { getDropItems, FIGURE_UNLOCK_CONDITION } from '../../../consts/constModules/itemConst'
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import { pushComposeOrangeHero, pushHeroQualityUpMsg, pushHeroStarMax } from '../../../services/chatService';
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import { calculatetopLineup } from '../../../pubUtils/playerCe';
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import { PvpDefenseModel } from '../../../db/PvpDefense';
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import { Attribute } from '../../../domain/roleField/attribute';
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export default function(app: Application) {
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return new HeroHandler(app);
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}
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export class HeroHandler {
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constructor(private app: Application) {
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}
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private channelService: ChannelService = this.app.get('channelService');
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public async test(msg: { }, session: BackendSession) {
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let roles = await RoleModel.find({}).lean();
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for(let role of roles) {
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let { roleId, attr: roleAttr, topLineup } = role;
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let heros = await HeroModel.findByRole(roleId);
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let sumCe = 0;
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let pvpdefense = await PvpDefenseModel.findByRoleId(roleId);
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let { heroes: defHeroes } = pvpdefense;
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for(let hero of heros) {
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let { hid, attr: heroAttr } = hero;
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let attr = new Attribute();
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attr.setByDbData(roleAttr, heroAttr);
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let ce = attr.calCe();
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await HeroModel.updateHeroInfo(roleId, hid, { ce, historyCe: ce });
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sumCe += ce;
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let curHero = topLineup.find(cur => cur.hid == hid);
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if(curHero) curHero.ce = ce;
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let curDefHero = defHeroes.find(cur => cur.actorId == hid);
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if(curDefHero) curDefHero.ce = ce;
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console.log(roleId, hid, ce, sumCe)
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}
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let topLineupCe = topLineup.reduce((pre, cur) => {
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return pre + cur.ce
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}, 0);
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let defCe = defHeroes.reduce((pre, cur) => {
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return pre + cur.ce
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}, 0);
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await RoleModel.updateRoleInfo(roleId, { ce: sumCe, topLineup, topLineupCe });
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await PvpDefenseModel.updateInfo(roleId, { defCe, heroes: defHeroes }); // 更新pvp防守阵战力
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}
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}
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// ! 测试接口,用来测试前清理并初始化某个武将;代码抄自:gm-server/app/service/users.ts deleteHero
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public async testCleanUp(msg: {magicWord: string, hid: 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 { magicWord, hid } = msg;
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if (magicWord !== DEBUG_MAGIC_WORD) {
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return resResult(STATUS.TOKEN_ERR);
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}
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let dicHero = gameData.hero.get(hid);
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if (!dicHero) return resResult(STATUS.HERO_NOT_FIND);
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await addItems(roleId, roleName, sid, [{
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id: dicHero.pieceId, count: dicHero.pieceCount * HERO_GROW_MAX.STAR * ABI_STAGE.END
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}] );
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if (!hero) return resResult(STATUS.HERO_NOT_FIND);
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await HeroModel.deleteHero(roleId, hid);
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let role = await RoleModel.findByRoleId(roleId);
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await calculatetopLineup(role, hid, 0, null);
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await PvpDefenseModel.deleteHero(roleId, hid);
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await RoleModel.updateRoleInfo(roleId, { topLineup: role.topLineup, topLineupCe: role.topLineupCe, ce: role.ce - hero.ce });
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return resResult(STATUS.SUCCESS);
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}
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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 result = await handleCost(roleId, sid, [{id, count}] );
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let items = [{id, count}];
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let role = await RoleModel.findByRoleId(roleId);
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if (id == 999999) {
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items = getDropItems();
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if (role.lv < 60) {
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role.lv = 60;
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let roleLvInfo = gameData.kingexp.get(role.lv - 1);
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role.exp = roleLvInfo.sum;
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await RoleModel.updateRoleInfo(roleId, role);
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}
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}
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let result = await addItems(roleId, roleName, sid, items );
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if(!result) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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return resResult(STATUS.SUCCESS,{goods: result, lv: role.lv, exp: role.exp});
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}
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// 武将碎片合成
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public async compose(msg: { hid: 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 serverId: number = session.get('serverId');
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let {hid} = msg;
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// 检查是否存在武将
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let hasHero = await HeroModel.findByHidAndRole(hid, roleId);
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if(hasHero) return resResult(STATUS.ROLE_HERO_EXISTS);
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// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
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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 {pieceId, quality, initialStars: star, pieceCount, jobid: job, name: hName, initialSkin} = dicHero;
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// 碎片数量是否足够
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: pieceCount}]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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// createHero
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let curHero = await HeroModel.createHero({
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roleId, serverId, roleName, hid, hName, star, quality, job, skins:[{id: initialSkin, enable: true}]
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});
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await unlockFigure(sid, roleId, [{ type: FIGURE_UNLOCK_CONDITION.GET_HERO, paramHid: hid }]); // 解锁头像
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let hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.INIT, sid, roleId, curHero, {});
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await calAllHeroCe(HERO_SYSTEM_TYPE.ADD_SKIN, sid, roleId, {}, [initialSkin])
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pushComposeOrangeHero(roleId, roleName, serverId, hero);
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return resResult(STATUS.SUCCESS, {curHero: returnHeroCeRatio(hero)});
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}
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// 武将升级
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public async lvUp(msg: { hid: number, type: number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let { hid, type } = msg;
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let addLv = 0;
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if(type == 1) {
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addLv = 1;
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} else if(type == 5) {
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addLv = 5;
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} else {
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return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR);
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}
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// 计算武将可以升的级数
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {lv: playerLv} = await RoleModel.findByRoleId(roleId);
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let {lv: oldLv, exp: oldExp} = hero;
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if(oldLv >= playerLv ) return resResult(STATUS.ROLE_HERO_LV_OVER);
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if(oldLv + addLv > playerLv ) addLv = playerLv - oldLv;
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let nextExp = getHeroExpByLv(oldLv + addLv - 1);
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let needExp = nextExp - oldExp;
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let newExp = oldExp;
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// 计算得材料可转换的经验
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let originalConsumes = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.EXP);
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let material = new Array<RewardInter>();
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for(let {id, count} of originalConsumes) {
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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 _count = Math.ceil(needExp/dicGoods.value);
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if(_count < count) {
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material.push({id, count: _count});
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newExp += dicGoods.value * _count;
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break;
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} else {
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material.push({id, count});
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newExp += dicGoods.value * count;
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}
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}
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if (newExp == oldExp) {
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return resResult(STATUS.ROLE_EXP_NOT_ENOUGH);
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}
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let newLv = getHeroLvByExp(newExp);
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let costResult = await handleCost(roleId, sid, material);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let update = {
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lv: playerLv > newLv?newLv: playerLv,
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exp: newExp
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.LVUP, sid, roleId, hero, update);
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const curHero = {
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hid, lv : hero.lv, exp : hero.exp
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}
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return resResult(STATUS.SUCCESS, { curHero });
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}
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// 武将升星
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public async starUp(msg: { hid: number, star: number, starStage: 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: string = session.get('serverId');
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let sid: string = session.get('sid');
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let {hid, star, starStage} = msg;
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// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
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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 {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {star: oldStar, starStage: oldStarStage, quality} = hero;
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if(oldStar != star || oldStarStage != starStage) {
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return resResult(STATUS.WRONG_PARMS);
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}
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if(oldStar == HERO_GROW_MAX.STAR) {
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return resResult(STATUS.ROLE_STAR_REACH_MAX);
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}
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// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
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const curDicHeroStar = getHeroStarByQuality(quality, oldStar);
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if(!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: curDicHeroStar.advanceUpFragmentNum}]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let isUpStar = oldStarStage + 1 == ABI_STAGE.END;
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let update = {
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star: isUpStar? oldStar + 1: oldStar,
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starStage: isUpStar? ABI_STAGE.START: oldStarStage + 1
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAR, sid, roleId, hero, update);
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if(isUpStar) await calAllHeroCe(HERO_SYSTEM_TYPE.STAR, sid, roleId, {}, [hid, isUpStar?1:0]); // 升星可能影响到百家学院全局加成
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const curHero = {
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hid,
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star : hero.star,
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starStage : hero.starStage,
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colorStar: hero.colorStar,
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colorStarStage: hero.colorStarStage
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}
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pushHeroStarMax(roleId, roleName, serverId, hero);
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return resResult(STATUS.SUCCESS, {isUpStar, curHero});
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}
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// 武将升品
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public async qualityUp(msg: { hid: number, quality: 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 serverId: string = session.get('serverId');
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let {hid, quality} = msg;
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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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// 根据dic_hero 获得 碎片id
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let {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {quality: oldQuality, star} = hero;
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if(quality != oldQuality) {
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return resResult(STATUS.WRONG_PARMS);
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}
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if(oldQuality == HERO_GROW_MAX.QUALITY) {
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return resResult(STATUS.ROLE_QUALITY_REACH_MAX);
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}
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if(star != HERO_GROW_MAX.STAR ) {
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return resResult(STATUS.ROLE_STAR_NOT_ENOUGH);
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}
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// 根据dic_zyz_hero_quality_up 获得需要的材料
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const curDicHeroQualityUp = gameData.heroQualityUp.get(quality);
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if(!curDicHeroQualityUp) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let {fragmentNum} = curDicHeroQualityUp;
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, hero, {
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quality: hero.quality + 1
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});
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await calAllHeroCe(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, {}, [hid, 0]); // 升品可能影响到百家学院全局加成
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const curHero = {
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hid,
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quality : hero.quality
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}
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pushHeroQualityUpMsg(roleId, roleName, serverId, hero);
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return resResult(STATUS.SUCCESS, {curHero});
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}
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// 武将觉醒
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public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let {hid, colorStar, colorStarStage} = msg;
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// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
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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 {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {colorStar: oldColorStar, colorStarStage: oldColorStarStage, star, quality} = hero;
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if(colorStar != oldColorStar || colorStarStage != oldColorStarStage) {
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return resResult(STATUS.WRONG_PARMS);
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}
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if(star != HERO_GROW_MAX.STAR) {
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return resResult(STATUS.ROLE_WAKE_STAR_NOT_ENOUGH);
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}
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if(quality != HERO_GROW_MAX.QUALITY) {
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return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH);
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}
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// 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量
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const curDicHeroStar = getHeroWakeByQuality(dicHero.quality, oldColorStar)
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if(!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let {fragmentNum, consume} = curDicHeroStar;
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// console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consume]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let isWakeUp = oldColorStar == 0;
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let isUpStar = isWakeUp || oldColorStarStage + 1 == ABI_STAGE.END;
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let update = {
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colorStar: isUpStar? oldColorStar + 1: oldColorStar,
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colorStarStage: isUpStar? ABI_STAGE.START: oldColorStarStage + 1
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, hero, update);
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if(isUpStar) await calAllHeroCe(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, {}, [hid, isUpStar?1:0]); // 升星可能影响到百家学院全局加成
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const curHero = {
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hid,
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star : hero.star,
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starStage : hero.starStage,
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colorStar: hero.colorStar,
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colorStarStage: hero.colorStarStage
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}
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return resResult(STATUS.SUCCESS, {isUpStar, curHero});
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}
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//训练
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async heroJobTrain (msg: {hid:number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let { hid } = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if (!hero) return resResult(STATUS.HERO_NOT_FIND);
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let dicJob = gameData.job.get(hero.job);
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if(!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if (hero.jobStage >= ABI_STAGE.END)
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return resResult(STATUS.HERO_JOB_STAGE_REACH_MAX_STAGE);
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if (hero.job >= getMaxGradeByjobClass(dicJob.job_class))
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return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
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let consume = new Array<RewardInter>();
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if(dicJob.trainingConsume[hero.jobStage]) {
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consume.push(dicJob.trainingConsume[hero.jobStage]);
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}
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let result = await handleCost(roleId, sid, consume);
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if(!result) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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//重算战力并下发
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TRAIN, sid, roleId, hero, {
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jobStage: hero.jobStage + 1
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});
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return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, job : hero.job, jobStage: hero.jobStage}});
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}
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//进阶
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async heroJobStageUp(msg: {hid:number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
|
||
let sid: string = session.get('sid');
|
||
let { hid } = msg;
|
||
let hero = await HeroModel.findByHidAndRole(hid, roleId);
|
||
if (!hero)
|
||
return resResult(STATUS.HERO_NOT_FIND);
|
||
let curJob = hero.job;
|
||
let heroJob = gameData.job.get(curJob);
|
||
if (heroJob.unlockLevel > hero.lv)
|
||
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
|
||
if (curJob >= getMaxGradeByjobClass(heroJob.job_class))
|
||
return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
|
||
let result = await handleCost(roleId, sid, heroJob.upGradeConsume);
|
||
if(!result) {
|
||
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
|
||
}
|
||
let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1);
|
||
|
||
//重算战力并下发
|
||
let update = {
|
||
job: nextHeroJob.jobid,
|
||
jobStage: 0
|
||
}
|
||
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAGEUP, sid, roleId, hero, update);
|
||
return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, job : hero.job, jobStage : hero.jobStage}});
|
||
}
|
||
|
||
//激活羁绊
|
||
async heroConectionActivate(msg: { shipId: number }, session: BackendSession) {
|
||
let roleId: string = session.get('roleId');
|
||
let sid: string = session.get('sid');
|
||
let { shipId } = msg;
|
||
let shipHidAndLevel = gameData.friendShipHidAandIds.get(shipId);
|
||
if (!shipHidAndLevel) return resResult(STATUS.HERO_CONECTION_IS_NOT_EXIT);
|
||
let hero = await HeroModel.findByHidAndRole(shipHidAndLevel.actorId, roleId);
|
||
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
|
||
|
||
let heroConnections: Connect[] = deepCopy(hero.connections);
|
||
let flag = true;
|
||
let level = 1;
|
||
for (let conection of heroConnections) {
|
||
if (conection.shipId == shipId ) {
|
||
if (conection.level >= shipHidAndLevel.level) {
|
||
return resResult(STATUS.HERO_CONECTION_IS_MAX_LEVEL);
|
||
} else {
|
||
flag = false;
|
||
conection.level++;
|
||
level = conection.level;
|
||
}
|
||
}
|
||
}
|
||
if (!!flag) {
|
||
heroConnections.push({shipId, level});
|
||
}
|
||
let friendShip = getFriendShipById(shipId, level);
|
||
if (hero.star < friendShip.level)
|
||
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
|
||
let hids = friendShip.hids;
|
||
for (let hid of hids) {
|
||
if (hid == shipHidAndLevel.actorId)
|
||
continue;
|
||
let member = await HeroModel.findByHidAndRole(hid, roleId);
|
||
if (!member)
|
||
return resResult(STATUS.ROLE_SHORT_HERO_CONECTION);
|
||
if (member.star < friendShip.level)
|
||
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
|
||
}
|
||
let result = await handleCost(roleId, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count: friendShip.costCoin}]);
|
||
if(!result) {
|
||
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
|
||
}
|
||
//重算战力并下发
|
||
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.CONNECT, sid, roleId, hero, { connections: heroConnections }, [shipId]);
|
||
return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, connections : hero.connections}});
|
||
}
|
||
|
||
//赠送(包括一键赠送)
|
||
async heroGiveFavor(msg: {hid:number, type: number}, session: BackendSession) {
|
||
let roleId: string = session.get('roleId');
|
||
let sid: string = session.get('sid');
|
||
let { hid, type } = msg;
|
||
|
||
let addLv = 0;
|
||
if(type == 1) {
|
||
addLv = 1;
|
||
} else if (type == 5) {
|
||
addLv = 5;
|
||
} else {
|
||
return resResult(STATUS.WRONG_PARMS);
|
||
}
|
||
|
||
let hero = await HeroModel.findByHidAndRole(hid, roleId);
|
||
if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
|
||
|
||
let { favourLv: oldLv, favour: oldExp } = hero;
|
||
|
||
let maxLv = gameData.maxFriendShipLv; // 好感度最大等级
|
||
if ( maxLv <= oldLv)
|
||
return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT);
|
||
|
||
// 计算武将可以升的级数
|
||
if(oldLv + addLv > maxLv ) addLv = maxLv - oldLv;
|
||
|
||
let nextObj = gameData.friendShipLevelMap.get(oldLv + addLv - 1);
|
||
if(!nextObj) return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT);
|
||
let nextExp = nextObj.expSum;
|
||
let needExp = nextExp - oldExp;
|
||
let newExp = oldExp;
|
||
|
||
// 计算得材料可转换的经验
|
||
let originalConsumes = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.FAVOUR);
|
||
let material = new Array<RewardInter>();
|
||
for(let {id, count} of originalConsumes) {
|
||
let dicGoods = gameData.goods.get(id);
|
||
if(!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
|
||
let _count = Math.ceil(needExp/dicGoods.value);
|
||
if(_count < count) {
|
||
material.push({id, count: _count});
|
||
newExp += dicGoods.value * _count;
|
||
break;
|
||
} else {
|
||
material.push({id, count});
|
||
newExp += dicGoods.value * count;
|
||
}
|
||
}
|
||
|
||
if (newExp == oldExp) {
|
||
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
|
||
}
|
||
|
||
let newLv = getFavourLvByExp(newExp);
|
||
|
||
let result = await handleCost(roleId, sid, material);
|
||
if(!result) {
|
||
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
|
||
}
|
||
|
||
//重算战力并下发
|
||
if (oldLv != hero.favourLv) {
|
||
await unlockFigure(sid, roleId, [{type: FIGURE_UNLOCK_CONDITION.HERO_FAVOR, paramHid: hero.hid, paramFavourLv: hero.favourLv }]);
|
||
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.FAVOUR, sid, roleId, hero, {
|
||
favour: newExp, favourLv: newLv
|
||
}, [oldLv]);
|
||
} else {
|
||
hero = await HeroModel.updateHeroInfo(roleId, hero.hid, { favour: newExp, favourLv: newLv });
|
||
}
|
||
return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, favour: hero.favour, favourLv: hero.favourLv } });
|
||
}
|
||
|
||
//穿带时装
|
||
async heroWearSkin(msg: {id:number}, session: BackendSession) {
|
||
let roleId: string = session.get('roleId');
|
||
let sid: string = session.get('sid');
|
||
let { id } = msg;
|
||
let skinInfo = gameData.fashion.get(id);
|
||
if (!skinInfo) return resResult(STATUS.HERO_SKIN_NOT_FIND);
|
||
let hero = await HeroModel.findByHidAndRole(skinInfo.actorId, roleId);
|
||
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
|
||
|
||
let heroSkins = deepCopy(hero.skins);
|
||
|
||
let result = false;
|
||
let lastSkinId: number;
|
||
for (let skin of heroSkins) {
|
||
if (skin.id == id) {
|
||
if (!!skin.enable) {
|
||
return resResult(STATUS.HERO_SKIN_IS_EQUIPED);
|
||
}
|
||
skin.enable = true;
|
||
result = true;
|
||
} else {
|
||
if (!!skin.enable) {
|
||
lastSkinId = skin.id;
|
||
}
|
||
skin.enable = false;
|
||
}
|
||
}
|
||
if (!result) {
|
||
return resResult(STATUS.HERO_SKIN_NOT_FIND);
|
||
}
|
||
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SKIN, sid, roleId, hero, { skins: heroSkins }, [id, lastSkinId]);
|
||
return resResult(STATUS.SUCCESS, {curHero: {hid : hero.hid, skins : hero.skins} });
|
||
}
|
||
}
|