Files
ZYZ/game-server/app/servers/role/handler/roleHandler.ts
T
2021-03-05 11:45:33 +08:00

408 lines
16 KiB
TypeScript

import { STATUS } from '../../../consts/statusCode';
import { RoleModel } from './../../../db/Role';
import { HeroModel } from '../../../db/Hero';
import { resResult, decodeIdCntArrayStr, parseGoodStr } from '../../../pubUtils/util';
import {Application, BackendSession, pinus} from 'pinus';
import { handleCost } from '../../../services/rewardService';
import { getTitle, getTeraph, gameData, getScollByStar, getFriendLvByExp } from '../../../pubUtils/data';
import { SCHOOL, SCROLL } from '../../../pubUtils/dicParam';
import { getAtrrNameById } from '../../../consts/constModules/abilityConst'
import { findIndex } from 'underscore';
import { SclResultInter, SclPosInter } from '../../../pubUtils/interface';
import { SchoolModel } from '../../../db/School';
import { checkTeraphMaterialEnough } from '../../../services/roleService'
import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService';
import { HERO_SYSTEM_TYPE } from '../../../consts';
export default function(app: Application) {
return new RoleHandler(app);
}
export class RoleHandler {
constructor(private app: Application) {
}
async initEquips(roleId: string, roleName: string) {
// const seqId = await CounterModel.getNewCounter(COUNTER.EID);
// const equipInfo = {
// roleId,
// roleName,
// id: 1,
// name: '倚天剑',
// seqId,
// type: 1
// }
// const equip = await EquipModel.createEquip(equipInfo);
// await HeroModel.addEquip(roleId, 12, 1, equip._id);
}
async initHeros(roleId: string, roleName: string) {
const heroInfo = {
roleId,
roleName,
hid: 1,
hName: '曹操',
quality: 1,
job: 1,
star: 0,
serverId: 1,
skins:[{id: 41001, enable: true}]
}
await HeroModel.createHero(heroInfo);
}
async initRole(msg: {content: string , target: string}, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
console.log('role in initRole: ', roleId, roleName);
let heros = await HeroModel.findByRole(roleId);
if (!heros || heros.length === 0) {
await this.initHeros(roleId, roleName);
}
// let equips = await EquipModel.findbyRole(roleId);
// if (!equips || equips.length === 0) {
await this.initEquips(roleId, roleName);
// }
console.log('initRole finish');
}
async getRoleInfo(msg: {targetRoleId: string}, session: BackendSession) {
let { targetRoleId } = msg;
let { roleId, roleName, headHid = 1, ce = 0, topLineup, topLineupCe = 0 } = await RoleModel.findByRoleId(targetRoleId);
return resResult(STATUS.SUCCESS, { roleId, roleName, headHid, ce, topLineup, topLineupCe });
}
//爵位
async roleTitleLevelUp(msg: {}, session: BackendSession){
let roleId = session.get('roleId');
let sid: string = session.get('sid');
let role = await RoleModel.findByRoleId(roleId);
let { title } = role;
let titleInfo = getTitle(title + 1);
if (!titleInfo)
return resResult(STATUS.DIC_DATA_NOT_FOUND)
if (titleInfo.lvLimited > role.lv)
return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH)
let consumes = titleInfo.material;
let result = await handleCost(roleId, sid, consumes);
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
let update = { title: title + 1 }
role = await calAllHeroCe(HERO_SYSTEM_TYPE.TITLE, sid, roleId, update);
return resResult(STATUS.SUCCESS, { roleId, title: role.title });
}
//神像强化
async roleTeraphStrengthen(msg: {id: number, count: number}, session: BackendSession){
let {id, count} = msg;
let roleId = session.get('roleId');
let sid: string = session.get('sid');
let role = await RoleModel.findByRoleId(roleId);
let teraphs = role.teraphs;
let index = findIndex(teraphs, {id});
if (index < 0)
return resResult(STATUS.WRONG_PARMS);
let teraph = teraphs[index];
let dicTeraph = getTeraph(id, teraph.grade);
if (!dicTeraph)
return resResult(STATUS.DIC_DATA_NOT_FOUND);
let attrs = new Array<number>(); // 可以强化的属性
dicTeraph.mainAttrMax.forEach(( max, id) => {
let attrName = getAtrrNameById(id);
if (teraph[attrName] < max) {
attrs.push(id);
}
});
if (!attrs.length)
return resResult(STATUS.ROLE_TERAPH_NOT_STRENGTHEN);
// 随机神像中的一条属性并检查道具是否足够,以及更新teraph
let { consumes} = checkTeraphMaterialEnough(count, attrs, dicTeraph, teraph);
let result = await handleCost(roleId, sid, consumes);
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
role = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH, sid, roleId, { teraphs }, [id]);
return resResult(STATUS.SUCCESS, { roleId, teraphs: role.teraphs });
}
//神像进阶
async roleTeraphQualityUp(msg: {id: number}, session: BackendSession){
let {id} = msg;
let roleId = session.get('roleId');
let sid: string = session.get('sid');
let role = await RoleModel.findByRoleId(roleId);
let teraphs = role.teraphs;
let index = findIndex(teraphs, {id});
if (index < 0)
return resResult(STATUS.WRONG_PARMS);
let teraph = teraphs[index];
let teraphInfo = getTeraph(id, teraph.grade);
if (!teraphInfo)
return resResult(STATUS.DIC_DATA_NOT_FOUND)
for(let [attrId, val] of teraph.attr) {
if (val < teraphInfo.mainAttrMax.get(attrId))
return resResult(STATUS.ROLE_TERAPH_NOT_QUILITY);
teraph.attr.set(attrId, 0);
}
teraph.grade ++;
let nextTeraphInfo = getTeraph(id, teraph.grade)
if (!nextTeraphInfo)
return resResult(STATUS.DIC_DATA_NOT_FOUND);
let consumes = teraphInfo.upGradeMaterial;
let result = await handleCost(roleId, sid, consumes);
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
role = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH_UP, sid, roleId, { teraphs }, [id]);
return resResult(STATUS.SUCCESS, { roleId, teraphs: role.teraphs });
}
// 获得百家学宫
async getSchoolList(msg: {}, session: BackendSession) {
let roleId = session.get('roleId');
const dicPosition = decodeIdCntArrayStr(SCHOOL.SCHOOL_POSITION, 1); // id=>isOpen
const userSchoolList = await SchoolModel.findByRoleId(roleId);
let school = new Array<SclResultInter>();
gameData.school.forEach((dicSchool) => {
let position = new Array<SclPosInter>();
dicPosition.forEach((isOpen, id) => {
id = parseInt(id);
let userSchool = userSchoolList.find(cur => cur.schoolId == dicSchool.id && cur.positionId == id);
if (userSchool) {
position.push({
id,
hid: userSchool.hid,
isOpen: userSchool.isOpen
});
} else {
position.push({
id,
hid: 0,
isOpen: !!isOpen
});
}
});
school.push({
id: dicSchool.id,
position
});
});
return resResult(STATUS.SUCCESS, { school });
}
// 摆放/替换/卸下武将
async changeSchoolHero(msg: { schoolId: number, positionId: number, hid: number }, session: BackendSession) {
let roleId = session.get('roleId');
let sid = session.get('sid');
let { schoolId, positionId, hid } = msg;
if (!gameData.school.has(schoolId)) {
return resResult(STATUS.DIC_DATA_NOT_FOUND);
}
const dicPosition = decodeIdCntArrayStr(SCHOOL.SCHOOL_POSITION, 1); // id(str) => isOpen
if (!dicPosition.has(positionId.toString())) {
return resResult(STATUS.DIC_DATA_NOT_FOUND);
}
let isOpen = !!dicPosition.get(positionId.toString()); // 该位置是否解锁
if(hid > 0) {
let findHero = await SchoolModel.findByHid(roleId, hid);
if (!!findHero) {
return resResult(STATUS.ROLE_SCHOOL_HERO_USED);
}
let curHero = await HeroModel.findByHidAndRole(hid, roleId);
if (!curHero) return resResult(STATUS.HERO_NOT_FIND);
}
let curSchool = await SchoolModel.findBySclAndPos(roleId, schoolId, positionId);
let preHid = 0; // 原先在该位置上的武将
if (curSchool) {
isOpen = curSchool.isOpen;
preHid = curSchool.hid;
}
if (!isOpen) {
return resResult(STATUS.ROLE_SCHOOL_POSITION_LOCKED);
}
await SchoolModel.updateBySclAndPos(roleId, schoolId, positionId, { hid, isOpen })
await calAllHeroCe(HERO_SYSTEM_TYPE.SCHOOL, sid, roleId, {}, [schoolId, hid, preHid]);
return resResult(STATUS.SUCCESS, {
schoolId, positionId, hid, preHid, isOpen
});
}
// 解锁位置
async unlockSchoolPosition(msg: { schoolId: number, positionId: number }, session: BackendSession) {
let roleId = session.get('roleId');
let sid = session.get('sid');
let { schoolId, positionId } = msg;
if (!gameData.school.has(schoolId)) {
return resResult(STATUS.DIC_DATA_NOT_FOUND);
}
const dicPosition = decodeIdCntArrayStr(SCHOOL.SCHOOL_POSITION, 1); // id(str) => isOpen
if (!dicPosition.has(positionId.toString())) {
return resResult(STATUS.DIC_DATA_NOT_FOUND);
}
let isOpen = !!dicPosition.get(positionId.toString()); // 该位置是否解锁
if (isOpen) {
return resResult(STATUS.ROLE_SCHOOL_POSITION_UNLOCK_NOT_NEED);
}
let curSchool = await SchoolModel.findBySclAndPos(roleId, schoolId, positionId);
if (curSchool && curSchool.isOpen) {
return resResult(STATUS.ROLE_SCHOOL_POSITION_UNLOCK_NOT_NEED);
}
const cost = parseGoodStr(SCHOOL.SCHOOL_UNLOCK_COIN);
const costResult = await handleCost(roleId, sid, cost);
if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
curSchool = await SchoolModel.updateBySclAndPos(roleId, schoolId, positionId, { isOpen: true })
return resResult(STATUS.SUCCESS, {
schoolId, positionId, hid: curSchool.hid, isOpen: curSchool.isOpen
});
}
// 激活/升级名将谱
async activeHeroScroll(msg: { hid: number }, session: BackendSession) {
let roleId = session.get('roleId');
let sid = session.get('sid');
let { hid } = msg;
let curHero = await HeroModel.findByHidAndRole(hid, roleId, 'hid star colorStar quality scrollId scrollActive scrollStar scrollColorStar scrollQuality favour favourLv connections attr ce');
if (!curHero) return resResult(STATUS.HERO_NOT_FIND);
let dicHero = gameData.hero.get(hid);
if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let { star, colorStar, quality, scrollId, scrollActive, scrollStar, scrollColorStar, scrollQuality, favour, favourLv } = curHero;
let update = {
scrollActive, scrollId, scrollStar, scrollColorStar, scrollQuality, favour, favourLv
};
if (!scrollActive) { // 初次激活
update.scrollActive = true;
update.scrollStar = dicHero.initialStars;
update.scrollQuality = dicHero.quality;
update.scrollColorStar = 0;
// 获取一定好感度
let maxLv = gameData.maxFriendShipLv;
if (maxLv > favourLv) {
update.favour += SCROLL.SCROLL_ACTIVE_FAVOUR;
update.favourLv = getFriendLvByExp(update.favour);
}
} else {
if (star > scrollStar) { // 可以升星
update.scrollStar++;
} else if (quality > scrollQuality ) { // 可以升品
update.scrollQuality++;
} else if (colorStar > scrollColorStar) { // 可以升彩星
update.scrollColorStar++;
} else {
return resResult(STATUS.ROLE_SCROLL_REACH_MAX);
}
}
let dicHeroScroll = getScollByStar(dicHero.quality, update.scrollStar, update.scrollQuality, update.scrollColorStar);
update.scrollId = dicHeroScroll?dicHeroScroll.id: 0;
let hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SCROLL, sid, roleId, curHero, update); // 更新单个武将战力
calAllHeroCe(HERO_SYSTEM_TYPE.SCROLL, sid, roleId, {}, [hid]); // 全局增加战力
return resResult(STATUS.SUCCESS, {
curHero: {
hid: hero.hid,
scrollActive: hero.scrollActive,
scrollId: hero.scrollId,
scrollStar: hero.scrollStar,
scrollColorStar: hero.scrollColorStar,
scrollQuality: hero.scrollQuality,
favour: hero.favour,
favourLv: hero.favourLv,
}
});
}
async debugPlayerTime(msg: { type: number }, session: BackendSession) {
let { type } = msg;
let roleId = session.get('roleId');
let sid = session.get('sid');
if(type == 1) {
pinus.app.channelService.pushMessageByUids('onPlayTime', resResult(STATUS.SUCCESS, {
isGuest: true,
guestTime: 60 * 60, // 游客已体验时间
hasAuthenticated: false, // 是否进行过实名认证
isAdult: false, // 是否已成年
todayPlayTime: 60 * 60, // 今天已游戏时长
type: 1
} ), [{uid: roleId, sid: sid}]);
} else if (type == 2) {
pinus.app.channelService.pushMessageByUids('onPlayTime', resResult(STATUS.SUCCESS, {
isGuest: false,
guestTime: 0, // 游客已体验时间
hasAuthenticated: true, // 是否进行过实名认证
isAdult: false, // 是否已成年
todayPlayTime: 60 * 60, // 今天已游戏时长
type: 2
} ), [{uid: roleId, sid: sid}]);
} else if (type == 3) {
pinus.app.channelService.pushMessageByUids('onPlayTime', resResult(STATUS.SUCCESS, {
isGuest: false,
guestTime: 0, // 游客已体验时间
hasAuthenticated: true, // 是否进行过实名认证
isAdult: false, // 是否已成年
todayPlayTime: 3 * 60 * 60, // 今天已游戏时长
type: 3
} ), [{uid: roleId, sid: sid}]);
} else if (type == 4) {
pinus.app.channelService.pushMessageByUids('onPlayTime', resResult(STATUS.SUCCESS, {
isGuest: false,
guestTime: 0, // 游客已体验时间
hasAuthenticated: true, // 是否进行过实名认证
isAdult: false, // 是否已成年
todayPlayTime: 1.5 * 60 * 60, // 今天已游戏时长
type: 4
} ), [{uid: roleId, sid: sid}]);
}
return resResult(STATUS.SUCCESS);
}
}