1023 lines
44 KiB
TypeScript
1023 lines
44 KiB
TypeScript
import { Application, BackendSession, HandlerService, } 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, TASK_TYPE, HERO_CE_RATIO } from "../../../consts";
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import { ItemInter } from "../../../pubUtils/interface";
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import { resResult, parseGoodStr } 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 { getGoodById, gameData } from "../../../pubUtils/data";
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import { BAG, EQUIP } from "../../../pubUtils/dicParam";
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import { ITID, QUALITY_TYPE, equipTypeToSortAttr, IT_TYPE, QUENCH_TYPE, REFINE_TYPE } from "../../../consts";
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import { changeEquip, dressEquip, checkMaterialEnough, takeOffEquipAndCalPlayerCe, checkEquipCanPut, quenchOnce, checkQuenchMaxByQualityAndGrade, getRandSeResult, refineOnce, checkRefineReachNextLv, calEquipCe } from "../../../services/equipService";
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import { findIndex, pick } from 'underscore';
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import { pushEquipRefineSucMsg, pushNormalEquipMsg, pushNormalItemMsg } from "../../../services/chatService";
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import { checkTaskWithHero, checkTaskWithEquip, checkTask, checkTaskWithArgs, checkTaskConditionEquipSuitJewelStage, checkActivityTask } from "../../../services/taskService";
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import { QuenchLogParam } from "../../../domain/roleField/equip";
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export default function (app: Application) {
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new HandlerService(app, {});
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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: number = 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: ItemInter[] = [];
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let jewels: ItemInter[] = []; // 需要返还的镶嵌在装备上的宝石
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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 equip of equips) {
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let { id, seqId, holes } = equip;
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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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for (let { jewel } of holes) {
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if (jewel > 0) jewels.push({ id: jewel, count: 1 });
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}
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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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await addItems(roleId, roleName, sid, jewels); // 宝石返还
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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, targetGood.quality);
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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, targetGood.quality);
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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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const serverId = session.get('serverId');
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let sid: string = session.get('sid');
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let funcs: number[] = session.get('funcs');
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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 changeData = [];//变化的等级数据
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let { ePlace, lv: playerLv } = hero; // 装备栏
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let oldLvs = ePlace.map(cur => cur.lv);
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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, id } of strengthenArr) {
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changeData.push({
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hid: hid,
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id: id,
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oldLv: lv,
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lv: lv,
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})
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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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{//记录等级变化
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let index = changeData.findIndex(obj => { return obj && obj.id == s.id })
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if (index != -1) {
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changeData[index].lv = s.lv;
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}
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}
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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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// 任务
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await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.EQUIP_STRENGTHEN, hero, oldLvs);
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//成长任务
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await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_STRENGTHEN, 1, changeData)
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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 funcs: number[] = session.get('funcs');
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const serverId = session.get('serverId');
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let changeData = [];//变化的等级数据
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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 oldLvs = ePlace.map(cur => cur.lv);
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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, id } of strengthenArr) {
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changeData.push({
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hid: hid,
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id: id,
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oldLv: lv,
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lv: lv,
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})
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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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{//记录等级变化
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let index = changeData.findIndex(obj => { return obj && obj.id == s.id })
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if (index != -1) {
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changeData[index].lv = s.lv;
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}
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}
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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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// 任务
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await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.EQUIP_STRENGTHEN, hero, oldLvs);
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//成长任务
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await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_STRENGTHEN, 1, changeData)
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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, type: REFINE_TYPE }, 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 funcs: number[] = session.get('funcs');
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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 } = 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: oldRefineLv, equip } = curEplace; // 强化等级,精炼等级,精炼次数
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let refineLv = oldRefineLv, times = 0;
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while(
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(type == REFINE_TYPE.ONCE && times == 0) ||
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(type == REFINE_TYPE.ONE_LEVEL && !checkRefineReachNextLv(oldRefineLv, refineLv) )
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) {
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let result = await refineOnce(roleId, sid, lv, refineLv);
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console.log('*******', result);
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if(!result) break;
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refineLv = result;
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times ++;
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}
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if(times == 0) {
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return resResult(STATUS.EQUIP_REFINE_ERR);
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}
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curEplace.refineLv = refineLv;
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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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let curEquip = <EquipType>equip;
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pushEquipRefineSucMsg(roleId, roleName, serverId, curEplace, curEquip ? curEquip.quality : 0);
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await checkTask(roleId, sid, funcs, TASK_TYPE.EQUIP_REFINE, times, true, {});
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await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_REFINE_LV, times, { lv: curEplace.refineLv });
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return resResult(STATUS.SUCCESS, { 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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// 装备洗炼预览
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public async previewStrengthen(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, previewRandSe } = equip;
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if(previewRandSe.length <= 0) {
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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 previewRandSe = getRandSeResult(id, randSe);
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if(!previewRandSe) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let lockNum = randSe.reduce((pre, cur) => {
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return cur.locked? pre + 1: pre;
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}, 0);
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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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equip = await EquipModel.updateEquipInfo(eid, { previewRandSe });
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}
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return resResult(STATUS.SUCCESS, { curEquip: pick(equip, ['seqId', 'id', 'randSe', 'previewRandSe']) });
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}
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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 funcs: number[] = session.get('funcs');
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||
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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 { randSe, hid, ePlaceId, previewRandSe } = equip;
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||
if (!randSe || randSe.length <= 0) {
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return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
|
||
}
|
||
|
||
if(!previewRandSe) { // 没预览过
|
||
return resResult(STATUS.EQUIP_RESTRENGTHEN_NOT_PREVIEW);
|
||
}
|
||
|
||
let removeSeidList = randSe.reduce((pre, cur) => {
|
||
return [...pre, cur.seid];
|
||
}, <number[]>[]);
|
||
|
||
let equipResult = await EquipModel.updateEquipInfo(eid, { randSe: previewRandSe, previewRandSe: [] })
|
||
|
||
// 更新战力
|
||
if(hid > 0) {
|
||
const hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
|
||
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.RESTRENGTHEN, sid, roleId, hero, {}, [ePlaceId, ...removeSeidList]);
|
||
}
|
||
|
||
await checkTask(roleId, sid, funcs, TASK_TYPE.EQUIP_RESTRENGTHEN, 1, true, {});
|
||
|
||
return resResult(STATUS.SUCCESS, { curEquip: pick(equipResult, ['seqId', 'id', 'randSe', 'previewRandSe']) });
|
||
|
||
}
|
||
|
||
// 放弃这条洗练
|
||
public async giveupStrengthen(msg: { eid: number }, session: BackendSession) {
|
||
|
||
let { eid } = msg;
|
||
let equip = await EquipModel.findbySeqId(eid);
|
||
if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
|
||
|
||
let { randSe, previewRandSe } = equip;
|
||
if (!randSe || randSe.length <= 0) {
|
||
return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
|
||
}
|
||
|
||
if(!previewRandSe) { // 没预览过
|
||
return resResult(STATUS.EQUIP_RESTRENGTHEN_NOT_PREVIEW);
|
||
}
|
||
|
||
let equipResult = await EquipModel.updateEquipInfo(eid, { previewRandSe: [] })
|
||
|
||
return resResult(STATUS.SUCCESS, { curEquip: pick(equipResult, ['seqId', 'id', 'randSe', 'previewRandSe']) });
|
||
|
||
}
|
||
|
||
// 淬火
|
||
public async quench(msg: { eid: number, type: QUENCH_TYPE }, session: BackendSession) {
|
||
let roleId: string = session.get('roleId');
|
||
// let roleName: string = session.get('roleName');
|
||
let sid: string = session.get('sid');
|
||
let funcs: number[] = session.get('funcs');
|
||
|
||
let { eid, type } = msg;
|
||
let equip = await EquipModel.findbySeqId(eid);
|
||
if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
|
||
|
||
let { id, randMain, grade, hid, ePlaceId } = equip;
|
||
|
||
let dicGoods = gameData.goods.get(id);
|
||
if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
|
||
let dicQuench = gameData.quenchByQuality.get(dicGoods.quality)?.get(grade);
|
||
console.log(dicQuench, dicGoods.quality, grade)
|
||
if (!dicQuench) return resResult(STATUS.EQUIP_QUENCH_MAX);
|
||
|
||
let logs: QuenchLogParam[] = [], times = 0;
|
||
while(
|
||
(type == QUENCH_TYPE.ONCE && times < 1 && !checkQuenchMaxByQualityAndGrade(dicGoods.quality, 0, randMain)) || // 淬火一次,保证不超出该品质上限
|
||
(type == QUENCH_TYPE.ONE_GRADE && !checkQuenchMaxByQualityAndGrade(dicGoods.quality, grade, randMain)) // 淬火一品,在品相上限内淬火
|
||
) {
|
||
let result = await quenchOnce(roleId, sid, randMain, dicQuench, dicGoods);
|
||
if(!result) break;
|
||
result.log.setTimes(++times);
|
||
logs.push(result.log);
|
||
grade = result.grade;
|
||
randMain = result.randMain;
|
||
}
|
||
|
||
if (times == 0) return resResult(STATUS.EQUIP_QUENCH_ERR);
|
||
|
||
let equipResult = await EquipModel.updateEquipInfo(eid, { randMain, grade })
|
||
let curEquip = {
|
||
seqId: equipResult.seqId,
|
||
id: equipResult.id,
|
||
randMain: equipResult.randMain,
|
||
grade: equipResult.grade,
|
||
}
|
||
|
||
// 更新战力
|
||
if(hid > 0) { // 装备中的时候
|
||
const hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
|
||
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { });
|
||
}
|
||
|
||
return resResult(STATUS.SUCCESS, { logs, curEquip });
|
||
|
||
}
|
||
|
||
//分解装备
|
||
public async decomposeEquip(msg: { originalEquip: Array<number> }, session: BackendSession) {
|
||
let { originalEquip } = msg;
|
||
let roleId: string = session.get('roleId');
|
||
let roleName: string = session.get('roleName');
|
||
let sid: string = session.get('sid');
|
||
if(originalEquip.length > BAG.BAG_RESOLVE_UPLIMITED) {
|
||
return resResult(STATUS.EQUIP_DECOMPOSE_IS_UPLIMIT);
|
||
}
|
||
let equips = await EquipModel.getEquips(originalEquip);
|
||
if (equips.length < originalEquip.length)
|
||
return resResult(STATUS.EQUIP_NOT_FIND);
|
||
let goods: Array<{ id: number, count: number }> = [];
|
||
let cost: ItemInter[] = [];
|
||
let jewels: ItemInter[] = []; // 宝石返还
|
||
for (let equip of equips) {
|
||
if (!!equip.hid)
|
||
return resResult(STATUS.EQUIP_IS_EQUIPED_NOT_DECOMPOSE);
|
||
let goodInfo = getGoodById(equip.id);
|
||
if (!goodInfo)
|
||
return resResult(STATUS.EQUIP_NOT_FIND);
|
||
|
||
let holes = equip.holes || [];
|
||
for (let { jewel } of holes) {
|
||
jewels.push({ id: jewel, count: 1 });
|
||
}
|
||
goods = goods.concat(goodInfo.decomposeItem);
|
||
cost.push({ seqId: equip.seqId });
|
||
}
|
||
let costResult = await handleCost(roleId, sid, cost); // 删掉装备
|
||
if(!costResult) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
|
||
|
||
await addItems(roleId, roleName, sid, jewels); // 把原本镶嵌在装备上的宝石返还了
|
||
let result = await addItems(roleId, roleName, sid, goods);
|
||
return resResult(STATUS.SUCCESS, { goods: result });
|
||
}
|
||
|
||
|
||
public async decomposeEquipPiece(msg: { originalPiece: { id: number, count: number }[] }, session: BackendSession) {
|
||
let { originalPiece } = msg;
|
||
let roleId: string = session.get('roleId');
|
||
let roleName: string = session.get('roleName');
|
||
let sid: string = session.get('sid');
|
||
let goods: ItemInter[] = [];
|
||
|
||
for (let { id, count } of originalPiece) {
|
||
let goodInfo = getGoodById(id);
|
||
if (!goodInfo) return resResult(STATUS.DIC_DATA_NOT_FOUND);
|
||
let dicItid = ITID.get(goodInfo.itid);
|
||
if(!dicItid || dicItid.type != CONSUME_TYPE.PIECE) {
|
||
return resResult(STATUS.CONSUME_TYPE_ERR);
|
||
}
|
||
for(let result of goodInfo.decomposeItem) {
|
||
goods.push({ id: result.id, count: result.count * count });
|
||
}
|
||
}
|
||
|
||
let costResult = await handleCost(roleId, sid, originalPiece);
|
||
if(!costResult) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
|
||
let result = await addItems(roleId, roleName, sid, goods);
|
||
return resResult(STATUS.SUCCESS, { goods: result });
|
||
}
|
||
|
||
//穿戴或卸载装备 1-穿上装备(包括替换) 2-脱下装备
|
||
public async putOnOrOff(msg: { eid: number, hid: number, type: number }, session: BackendSession) {
|
||
let { eid, hid, type } = msg;
|
||
let roleId: string = session.get('roleId');
|
||
const serverId = session.get('serverId');
|
||
let equip = await EquipModel.getEquip(eid);
|
||
let sid: string = session.get('sid');
|
||
let funcs: number[] = session.get('funcs');
|
||
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);
|
||
if(!checkEquipCanPut(hid, equip.id))
|
||
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(serverId, roleId, sid, equipOffInfo, equip.hid, id, equip, funcs);
|
||
if (!!curEquip)
|
||
curEquips.push(curEquip);
|
||
curEquip = await dressEquip(serverId, roleId, sid, hero, equip, funcs);
|
||
if (!!curEquip)
|
||
curEquips.push(curEquip);
|
||
|
||
//任务
|
||
//英雄满装备且都镶嵌相同阶数的宝石
|
||
let { isTask, jewelLevel } = await checkTaskConditionEquipSuitJewelStage(hero)
|
||
if (isTask) {
|
||
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE, 1, { stage: jewelLevel })
|
||
}
|
||
} else if (type == 2) {
|
||
if (!equip.hid)
|
||
return resResult(STATUS.EQUIP_NOT_EQUIPED);
|
||
let curEquip = await takeOffEquipAndCalPlayerCe(roleId, sid, hero, equip, id, funcs);
|
||
curEquips.push(curEquip);
|
||
}
|
||
|
||
return resResult(STATUS.SUCCESS, { curEquips: curEquips });
|
||
}
|
||
|
||
// 一次性装备上
|
||
public async putOnOnce(msg: { hid: number }, session: BackendSession) {
|
||
let { hid } = msg;
|
||
let roleId: string = session.get('roleId');
|
||
const serverId = session.get('serverId');
|
||
let sid: string = session.get('sid');
|
||
let funcs: number[] = session.get('funcs');
|
||
let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
|
||
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
|
||
let dicHero = gameData.hero.get(hid);
|
||
if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
|
||
let dicJob = gameData.job.get(dicHero.jobid);
|
||
|
||
|
||
let allEquips = await EquipModel.findNotWearEquips(roleId);
|
||
let sortEquips = allEquips.map(equip => {
|
||
let { id, quality, ePlaceId, randMain } = equip;
|
||
let { goodsAbility, lvLimited } = gameData.goods.get(id);
|
||
let ce = calEquipCe(goodsAbility, randMain);
|
||
return { id, quality, ce, equip, goodsAbility, lvLimited, ePlaceId }
|
||
});
|
||
let { ePlace, lv } = hero;
|
||
|
||
let curEquips: Array<{ seqId: number, hid: number }> = [];
|
||
for (let curEPlace of ePlace) {
|
||
if (!curEPlace.equip) { // 未装备
|
||
let sortAttrId = equipTypeToSortAttr.get(curEPlace.id);
|
||
let sortedAndSuitEquips = sortEquips.filter(equipInfos => { // 筛选可穿的
|
||
let { id, lvLimited, ePlaceId } = equipInfos;
|
||
return lv >= lvLimited && checkEquipCanPut(hid, id) && curEPlace.id == ePlaceId;
|
||
})
|
||
console.log('sortedAndSuitEquips', JSON.stringify(sortedAndSuitEquips, null, 4))
|
||
sortedAndSuitEquips = sortedAndSuitEquips.sort((a, b) => { // 排序按:战力 => 根据位置看个别属性 => 品质
|
||
if (b.ce - a.ce != 0) return b.ce - a.ce;
|
||
let abilityA = a.goodsAbility.get(sortAttrId) || 0;
|
||
let abilityB = b.goodsAbility.get(sortAttrId) || 0;
|
||
if (abilityA - abilityB != 0) return abilityB - abilityA;
|
||
return b.quality - a.quality;
|
||
});
|
||
|
||
if (sortedAndSuitEquips.length > 0) {
|
||
let { equip } = sortedAndSuitEquips.shift();
|
||
let curEquip = await dressEquip(serverId, roleId, sid, hero, equip, funcs);
|
||
if (!!curEquip) curEquips.push(curEquip);
|
||
}
|
||
|
||
}
|
||
}
|
||
if (curEquips.length > 0) {
|
||
//任务
|
||
//英雄满装备且都镶嵌相同阶数的宝石
|
||
let { isTask, jewelLevel } = await checkTaskConditionEquipSuitJewelStage(hero)
|
||
if (isTask) {
|
||
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE, 1, { stage: jewelLevel })
|
||
}
|
||
}
|
||
|
||
return resResult(STATUS.SUCCESS, { curEquips });
|
||
}
|
||
|
||
//装备打孔
|
||
public async digHole(msg: { eid: number, id: number }, session: BackendSession) {
|
||
let { eid, id } = msg;
|
||
let roleId: string = session.get('roleId');
|
||
let sid: string = session.get('sid');
|
||
let equip = await EquipModel.getEquip(eid);
|
||
let index = findIndex(equip.holes, { id });
|
||
if (index < 0)
|
||
return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
|
||
if (equip.holes[index].isOpen)
|
||
return resResult(STATUS.EQUIP_HOLE_IS_DUG);
|
||
let consumes: Array<{ id: number, count: number }> = [];
|
||
if (id == 1) {
|
||
consumes = parseGoodStr(EQUIP.EQUIP_ONE_HOLE);
|
||
} else if (id == 2) {
|
||
consumes = parseGoodStr(EQUIP.EQUIP_TWO_HOLE);
|
||
} else if (id == 3) {
|
||
consumes = parseGoodStr(EQUIP.EQUIP_THREE_HOLE);
|
||
}
|
||
let result = await handleCost(roleId, sid, consumes);
|
||
if (!result)
|
||
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
|
||
equip.holes[index].isOpen = true;
|
||
await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
|
||
return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
|
||
}
|
||
|
||
//宝石镶嵌
|
||
public async fillHole(msg: { eid: number, id: number, jewel: number }, session: BackendSession) {
|
||
let { eid, id, jewel } = msg;
|
||
let roleId: string = session.get('roleId');
|
||
const serverId = session.get('serverId');
|
||
let sid: string = session.get('sid');
|
||
let funcs: number[] = session.get('funcs');
|
||
let consumes: Array<{ id: number, count: number }> = [];
|
||
let goods: Array<{ id: number, count: number }> = [];
|
||
let equip = await EquipModel.getEquip(eid);
|
||
let oldJewelCount = equip.holes.filter(cur => cur.jewel > 0).length;
|
||
|
||
let { itid } = getGoodById(equip.id);
|
||
let { equipJewel } = ITID.get(itid);
|
||
let jewelInfo = getGoodById(jewel);
|
||
if (jewelInfo.itid != equipJewel)
|
||
return resResult(STATUS.EQUIP_NOT_MATCH_JEWEL);
|
||
let index = findIndex(equip.holes, { id });
|
||
if (index < 0)
|
||
return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
|
||
if (!equip.holes[index].isOpen)
|
||
return resResult(STATUS.EQUIP_HOLE_IS_NOT_DUG);
|
||
let oldJewel = equip.holes[index].jewel;
|
||
if (!!oldJewel)
|
||
goods.push({ id: oldJewel, count: 1 });
|
||
consumes.push({ id: jewel, count: 1 });
|
||
let result = await handleCost(roleId, sid, consumes);
|
||
if (!result)
|
||
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
|
||
equip.holes[index].jewel = jewel;
|
||
await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
|
||
let roleName: string = session.get('roleName');
|
||
if (goods.length)
|
||
await addItems(roleId, roleName, sid, goods);
|
||
if (!!equip.hid) {
|
||
let hero = await HeroModel.findByHidAndRoleWithEquip(equip.hid, roleId);
|
||
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
|
||
//任务
|
||
//英雄满装备且都镶嵌相同阶数的宝石
|
||
let { isTask, jewelLevel } = await checkTaskConditionEquipSuitJewelStage(hero)
|
||
if (isTask) {
|
||
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE, 1, { stage: jewelLevel })
|
||
}
|
||
}
|
||
|
||
// 任务
|
||
await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL, equip, [oldJewelCount]);
|
||
await checkTaskWithArgs(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL_STAGE, [jewel, oldJewel]);
|
||
await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL_SUM, equip, [oldJewelCount]);
|
||
//成长任务
|
||
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_JEWEL_SUM, 1)
|
||
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_JEWEL_STAGE, 1)
|
||
|
||
return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
|
||
}
|
||
|
||
//宝石合成(一键放入type:1, 合成type:2)
|
||
public async composeJewel(msg: { jewel: number, count: number, consumes: Array<{ id: number, count: number }>, type: number }, session: BackendSession) {
|
||
let { count, consumes, jewel, type } = msg;
|
||
let roleId: string = session.get('roleId');
|
||
let roleName: string = session.get('roleName');
|
||
let serverId: number = session.get('serverId');
|
||
let sid: string = session.get('sid');
|
||
let goodInfo = getGoodById(jewel);
|
||
let good = ITID.get(goodInfo.itid);
|
||
if (good.type != CONSUME_TYPE.JEWEL)
|
||
return resResult(STATUS.WRONG_PARMS);
|
||
let needConsumes = checkMaterialEnough(consumes, jewel, count);//检查是否可以合成,并返回最终需要消耗的材料
|
||
if (!needConsumes)
|
||
return resResult(STATUS.WRONG_PARMS);
|
||
let res = await handleCost(roleId, sid, needConsumes);
|
||
if (!res)
|
||
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
|
||
let result = await addItems(roleId, roleName, sid, [{ id: jewel, count: count }]);
|
||
|
||
if (goodInfo.lvLimited >= JEWEL_PUSH_LV) {
|
||
pushNormalItemMsg(roleId, roleName, serverId, MSG_SOURCE.JEWEL_COMPOSE, jewel, goodInfo.name);
|
||
}
|
||
if (type == 1)
|
||
return resResult(STATUS.SUCCESS, { goods: result });
|
||
|
||
return resResult(STATUS.SUCCESS);
|
||
}
|
||
|
||
//宝石卸下
|
||
public async putOffHole(msg: { eid: number, id: number }, session: BackendSession) {
|
||
let { eid, id } = msg;
|
||
let roleId: string = session.get('roleId');
|
||
let roleName: string = session.get('roleName');
|
||
let funcs: number[] = session.get('funcs');
|
||
let sid: string = session.get('sid');
|
||
let goods: Array<{ id: number, count: number }> = [];
|
||
let equip = await EquipModel.getEquip(eid);
|
||
let oldJewelCount = equip.holes.filter(cur => cur.jewel > 0).length;
|
||
let index = findIndex(equip.holes, { id });
|
||
if (index > 0)
|
||
return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
|
||
let jewel = equip.holes[index].jewel;
|
||
if (!jewel)
|
||
return resResult(STATUS.EQUIP_NOT_FILL_HOLE);
|
||
goods.push({ id: jewel, count: 1 });
|
||
equip.holes[index].jewel = 0;
|
||
await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
|
||
await addItems(roleId, roleName, sid, goods);
|
||
if (!!equip.hid) {
|
||
let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
|
||
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_OFF, sid, roleId, hero, {}, [jewel]);
|
||
}
|
||
|
||
// 任务
|
||
await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL, equip, [oldJewelCount]);
|
||
await checkTaskWithArgs(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL_STAGE, [0, jewel]);
|
||
await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL_SUM, equip, [oldJewelCount]);
|
||
return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
|
||
}
|
||
|
||
//宝石购买并合成
|
||
public async composeAndPurchaseJewel(msg: { jewel: number, count: number, consumes: Array<{ id: number, count: number }>, purchaseGoods: Array<{ id: number, count: number }> }, session: BackendSession) {
|
||
let { count, consumes, jewel, purchaseGoods } = msg;
|
||
let roleId: string = session.get('roleId');
|
||
let roleName: string = session.get('roleName');
|
||
let sid: string = session.get('sid');
|
||
const serverId = session.get('serverId');
|
||
let goodInfo = getGoodById(jewel);
|
||
let good = ITID.get(goodInfo.itid);
|
||
if (good.type != CONSUME_TYPE.JEWEL)
|
||
return resResult(STATUS.WRONG_PARMS);
|
||
if (!purchaseGoods) //需要购买才可进行合成的物品
|
||
purchaseGoods = [];
|
||
if (!consumes)
|
||
consumes = [];
|
||
let needConsumes = checkMaterialEnough(consumes.concat(purchaseGoods), jewel, count);//检查是否可以合成,并返回最终需要消耗的材料
|
||
if (!needConsumes)
|
||
return resResult(STATUS.WRONG_PARMS);
|
||
let items: Array<{ id: number, count: number, ratio?: number }> = [];
|
||
for (let item of purchaseGoods) {
|
||
items.push({ id: item.id, count: item.count, ratio: 1 })//加上购买的数量
|
||
}
|
||
items = items.concat(needConsumes);
|
||
let hasError = await decreaseItems(roleId, sid, items);//合并消耗是否足够
|
||
if (!!hasError)
|
||
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
|
||
await addItems(roleId, roleName, sid, [{ id: jewel, count: count }]);
|
||
if (goodInfo.lvLimited >= JEWEL_PUSH_LV) {
|
||
pushNormalItemMsg(roleId, roleName, serverId, MSG_SOURCE.JEWEL_COMPOSE, jewel, goodInfo.name);
|
||
}
|
||
return resResult(STATUS.SUCCESS);
|
||
}
|
||
/**
|
||
* 临时使用的购买物品,后应该在商店中购买
|
||
* @param msg
|
||
* @param session
|
||
*/
|
||
public async purchaseGoods(msg: { purchaseGoods: Array<{ id: number, count: number }> }, session: BackendSession) {
|
||
let { purchaseGoods } = msg;
|
||
let roleId: string = session.get('roleId');
|
||
let roleName: string = session.get('roleName');
|
||
let sid: string = session.get('sid');
|
||
let result = await addItems(roleId, roleName, sid, purchaseGoods);
|
||
if (!result) {
|
||
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
|
||
}
|
||
return resResult(STATUS.SUCCESS);
|
||
}
|
||
/**
|
||
* 合成下一级宝石并穿戴(装备镶嵌界面)
|
||
* @param msg
|
||
* @param session
|
||
*/
|
||
public async composeNextLevelJewel(msg: { jewel: number, count: number, eid: number, id: number }, session: BackendSession) {
|
||
let { count, jewel, eid, id } = msg;
|
||
let roleId: string = session.get('roleId');
|
||
let roleName: string = session.get('roleName');
|
||
let sid: string = session.get('sid');
|
||
let serverId = session.get('serverId');
|
||
let funcs: number[] = session.get('funcs');
|
||
let goodInfo = getGoodById(jewel);
|
||
let good = ITID.get(goodInfo.itid);
|
||
let needUpdate = false;
|
||
let oldJewel: number;
|
||
let consumes: Array<{ id: number, count: number, ratio?: number }> = [];
|
||
if (good.type != CONSUME_TYPE.JEWEL || !eid || eid < 0)
|
||
return resResult(STATUS.WRONG_PARMS);
|
||
let equip = await EquipModel.getEquip(eid);
|
||
if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
|
||
|
||
let oldJewelCount = equip.holes.filter(cur => cur.jewel > 0).length;
|
||
|
||
let index = findIndex(equip.holes, { id });
|
||
//装备上该位置有穿戴该宝石,且在合成的材料中
|
||
if (!!equip.holes[index] && equip.holes[index].jewel == goodInfo.composeMaterial[0].id) {
|
||
oldJewel = equip.holes[index].jewel;
|
||
equip.holes[index].jewel = jewel;//合成后的新宝石穿戴到装备上
|
||
needUpdate = true;
|
||
consumes.push({ id: goodInfo.composeMaterial[0].id, count: 1, ratio: 1 });//ratio:1表示可以释放掉一颗宝石
|
||
}
|
||
|
||
consumes = consumes.concat(goodInfo.composeMaterial);
|
||
if (goodInfo.specialMaterial.count) {
|
||
consumes.push({ id: goodInfo.specialMaterial.ids[0], count: goodInfo.specialMaterial.count })
|
||
}
|
||
let hasError = await decreaseItems(roleId, sid, consumes);//检查是消耗是否足够
|
||
if (!!hasError)
|
||
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
|
||
|
||
if (goodInfo.lvLimited >= JEWEL_PUSH_LV) {
|
||
pushNormalItemMsg(roleId, roleName, serverId, MSG_SOURCE.JEWEL_COMPOSE, jewel, goodInfo.name);
|
||
}
|
||
|
||
let result = {};
|
||
if (needUpdate) {
|
||
//穿戴宝石
|
||
equip = await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
|
||
if (!!equip.hid) {
|
||
let hero = await HeroModel.findByHidAndRoleWithEquip(equip.hid, roleId);
|
||
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
|
||
|
||
//任务
|
||
//英雄满装备且都镶嵌相同阶数的宝石
|
||
let { isTask, jewelLevel } = await checkTaskConditionEquipSuitJewelStage(hero)
|
||
if (isTask) {
|
||
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE, 1, { stage: jewelLevel })
|
||
}
|
||
}
|
||
|
||
// 任务
|
||
await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL, equip, [oldJewelCount]);
|
||
await checkTaskWithArgs(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL_STAGE, [jewel, oldJewel]);
|
||
await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL_SUM, equip, [oldJewelCount]);
|
||
//成长任务
|
||
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_JEWEL_SUM, count)
|
||
|
||
return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
|
||
} else {
|
||
result = await addItems(roleId, roleName, sid, [{ id: jewel, count: count }]);
|
||
return resResult(STATUS.SUCCESS, { goods: [{ id: jewel, count }] });
|
||
}
|
||
}
|
||
|
||
|
||
/**
|
||
* @description 藏宝图合成
|
||
* @param {{target: number, original: Array<{id: number, count: number}>}} msg
|
||
* @param {BackendSession} session
|
||
* @returns
|
||
* @memberof ComBattleHandler
|
||
*/
|
||
async composeBlueprt(msg: { target: number, original: Array<{ id: number, count: number }> }, session: BackendSession) {
|
||
const roleId = session.get('roleId');
|
||
const roleName = session.get('roleName');
|
||
const sid = session.get('sid');
|
||
const serverId = session.get('serverId');
|
||
const funcs: number[] = session.get('funcs');
|
||
|
||
const { target, original } = msg;
|
||
|
||
// 原材料检查
|
||
let originalQuality: number, originalSum: number = 0;
|
||
for (let { id, count } of original) {
|
||
const goodInfo = gameData.goods.get(id);
|
||
if (!originalQuality) originalQuality = goodInfo.quality;
|
||
if (originalQuality != goodInfo.quality) {
|
||
return resResult(STATUS.COM_BLUEPRT_QUALITY_ERROR);
|
||
}
|
||
|
||
if (goodInfo.itid == IT_TYPE.BLUEPRT) {
|
||
originalSum += count;
|
||
}
|
||
}
|
||
|
||
|
||
const dicCompose = gameData.blurprtCompose.get(originalQuality);
|
||
if (!dicCompose) {
|
||
return resResult(STATUS.COM_BLUEPRT_QUALITY_CANNOT_COMPOSE);
|
||
}
|
||
if (originalSum != dicCompose.blueprtNum) {
|
||
return resResult(STATUS.COM_BLUEPRT_COUNT_ERROR);
|
||
}
|
||
|
||
let dicTargetInfo = gameData.goods.get(target);
|
||
if (!dicTargetInfo) return resResult(STATUS.WRONG_PARMS);
|
||
if (dicTargetInfo.quality != dicCompose.targetQuality) return resResult(STATUS.COM_BLUEPRT_QUALITY_ERROR);
|
||
|
||
// 消耗藏宝图和寻宝币
|
||
|
||
let costResult = await handleCost(roleId, sid, [...original, ...dicCompose.coinNum]);
|
||
if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
|
||
|
||
const reward = [{ id: target, count: 1 }];
|
||
const goods = await addItems(roleId, roleName, sid, reward);
|
||
if (dicCompose.targetQuality >= QUALITY_TYPE.ORANGE) {
|
||
const { name } = gameData.goods.get(target);
|
||
pushNormalItemMsg(roleId, roleName, serverId, MSG_SOURCE.ORANGE_BLUEPRT_COMPOSE, target, name);
|
||
}
|
||
await checkTask(roleId, sid, funcs, TASK_TYPE.COM_BATTLE_BLUEPRT, 1, true, { quality: dicCompose.targetQuality });
|
||
|
||
return resResult(STATUS.SUCCESS, { goods, costGold: 0 });
|
||
}
|
||
} |