Files
ZYZ/game-server/app/servers/activity/handler/newHeroGachaHandler.ts
2021-06-30 11:41:38 +08:00

157 lines
6.8 KiB
TypeScript

import { Application, BackendSession } from 'pinus';
import { getRandEelmWithWeight, resResult } from '../../../pubUtils/util';
import { STATUS } from '../../../consts';
import { getPlayerNewHeroGachaData } from '../../../services/activity/newHeroGachaService';
import { RoleModel } from '../../../db/Role';
import { HeroModel } from '../../../db/Hero';
import { RewardInter } from '../../../pubUtils/interface';
import { CreateHeroParam } from '../../../domain/roleField/hero';
import { GachaResult } from '../../../domain/activityField/gachaField';
import { getResultFromContentIdNewHeroActivity } from '../../../services/activity/gachaService';
import { transPiece } from '../../../pubUtils/itemUtils';
import { addItems, createHeroes, handleCost } from '../../../services/rewardService';
import { ActivityNewHeroGachaModel } from '../../../db/ActivityNewHeroGacha';
import { addReward, stringToRewardParam } from '../../../services/activity/giftPackageService';
import { RewardParam } from '../../../domain/activityField/rewardField';
import { ActivityModel, ActivityModelType } from '../../../db/Activity';
import { NewHeroGachaData } from '../../../domain/activityField/newHeroGachaField';
export default function (app: Application) {
return new NewHeroGachaHandler(app);
}
export class NewHeroGachaHandler {
constructor(private app: Application) {
}
/************************新将擢迁, 新武将抽卡****************************/
/**
* @description 获取新武将抽卡活动数据
* @param {{ activityId: number}} msg
* @param {BackendSession} session
* @memberof NewHeroGachaHandler
*/
async getNewHeroGachaActivity(msg: { activityId: number }, session: BackendSession) {
const { activityId } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
let playerData = await getPlayerNewHeroGachaData(activityId, serverId, roleId)
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
return resResult(STATUS.SUCCESS, playerData);
}
/**
* @description 选中武将
* @param {{ activityId: number, hid:number}} msg
* @param {BackendSession} session
* @memberof NewHeroGachaHandler
*/
async selectedHero(msg: { activityId: number, hid: number }, session: BackendSession) {
const { activityId, hid } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
let activityData: ActivityModelType = await ActivityModel.findActivity(activityId);
let { createTime } = await RoleModel.findByRoleId(roleId);
let playerData = new NewHeroGachaData(activityData, createTime);
for (let pageData of playerData.list) {
await ActivityNewHeroGachaModel.selectedHero(serverId, activityId, roleId, pageData.hid, pageData.hid == hid);
}
return resResult(STATUS.SUCCESS);
}
/**
* @description 抽卡
* @param {{ activityId: number, hid: number, count: number}} msg
* @param {BackendSession} session
* @memberof NewHeroGachaHandler
*/
async pull(msg: { activityId: number, hid: number, count: number }, session: BackendSession) {
const { activityId, hid, count } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
const sid = session.get('sid');
const roleName = session.get('roleName');
const funcs = session.get('funcs');
let playerData = await getPlayerNewHeroGachaData(activityId, serverId, roleId)
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
let item = playerData.findItem(hid);
if (!item) {
return resResult(STATUS.ACTIVITY_DATA_ERROR);
}
let { lv } = await RoleModel.findByRoleId(roleId);
let userHeroes = await HeroModel.findByRole(roleId);
let items: RewardInter[] = [], heroInfo: CreateHeroParam[] = [], resultList: GachaResult[] = [];
let floorReward = false;//是否中保底奖励
let activityData = [];//活动需要统计抽中的英雄、碎片品质
for (let i = 0; i < count; i++) {
let base = 0;
let goodId = 0;
if (floorReward! && (item.count + i >= item.floorCount)) {//保底奖励
let reward = item.percent[item.floorReward];//{"id":1,"weight":59,"goodId":1}
base = reward.id;
goodId = reward.goodId;
} else {//按照一般概率抽出
let randomObj = getRandEelmWithWeight(item.percent);//{"dic":{"id":1,"weight":59,"goodId":1},"index":0}
base = randomObj.dic.id;
goodId = randomObj.dic.goodId;
}
if (base == item.floorReward) {//中了保底
floorReward = true;
}
let result = getResultFromContentIdNewHeroActivity(base, goodId, lv);
if (result.hid > 0) {
let hasHero = userHeroes.find(cur => cur.hid == result.hid);
if (hasHero) { // 已有转换为碎片
activityData.push({ hid: hasHero.hid, quality: hasHero.quality });
let { pieceId, count } = transPiece(result.hid);
result.transferToPiece(pieceId, count);
items.push({ id: pieceId, count });
} else {
heroInfo.push({ hid: result.hid, count: 1 })//默认1个英雄
}
} else {
items.push({ id: result.id, count: result.count });
}
resultList.push(result);
}
// 消耗东西
let cost = item.cost.map(cur => { return { id: cur.id, count: cur.count * count } });
let costResult = await handleCost(roleId, sid, cost);
if (!costResult) return resResult(STATUS.ACTIVITY_RES_NOT_ENOUGH);
//记录数据
await ActivityNewHeroGachaModel.addRecord(serverId, activityId, roleId, hid, count, JSON.stringify(resultList));
if (floorReward) {//抽中保底奖励,重置统计次数
await ActivityNewHeroGachaModel.resetCount(serverId, activityId, roleId, hid, 0);
}
// 给东西
let { heroes } = await createHeroes(roleId, roleName, sid, serverId, funcs, heroInfo);
await addItems(roleId, roleName, sid, items);
//固定奖励
let rewardParamArr: Array<RewardParam> = stringToRewardParam(item.commonReward);
let newRewardParamArr: Array<RewardParam> = rewardParamArr.map(obj => { return { id: obj.id, type: obj.type, count: obj.count * count } });
let commonResult = await addReward(roleId, roleName, sid, serverId, funcs, newRewardParamArr)
return resResult(STATUS.SUCCESS, {
hid, activityId, count, randomReward: { heroes, result: resultList }, commonReward: commonResult
});
}
}