Files
ZYZ/game-server/app/servers/role/handler/heroHandler.ts
2021-03-04 16:36:37 +08:00

518 lines
21 KiB
TypeScript

import {Application, BackendSession, ChannelService} from 'pinus';
import { handleCost, addItems } from '../../../services/rewardService';
import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService';
import { resResult, returnHeroCeRatio, deepCopy } from '../../../pubUtils/util';
import { STATUS } from '../../../consts/statusCode';
import { HeroModel, Connect } from '../../../db/Hero';
import {CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ITID, ABI_STAGE, HERO_CE_RATIO} from '../../../consts';
import { RoleModel } from '../../../db/Role';
import { ItemModel } from '../../../db/Item';
import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getFriendShipById, getFavourLvByExp } from '../../../pubUtils/data';
import { RewardInter } from '../../../pubUtils/interface';
import { getDropItems } from '../../../consts/constModules/itemConst'
import { getRoleOnlineInfo, getAllOnlineRoles } from '../../../services/redisService';
import { CeAttrDataRole, CeAttrData } from '../../../domain/roleField/attribute';
export default function(app: Application) {
return new HeroHandler(app);
}
export class HeroHandler {
constructor(private app: Application) {
}
private channelService: ChannelService = this.app.get('channelService');
public async test(msg: { items:Array<{id: number, count: number, seqId:number, type:number}>}, session: BackendSession) {
let roleId: string = session.get('roleId');
let role = await getRoleOnlineInfo(roleId);
let list = await getAllOnlineRoles();
return resResult(STATUS.SUCCESS, {role, list});
}
public async addItem(msg: { id: number, count: number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let {id, count} = msg;
//let result = await handleCost(roleId, sid, [{id, count}] );
let items = [{id, count}];
let role = await RoleModel.findByRoleId(roleId);
if (id == 999999) {
items = getDropItems();
if (role.lv < 60) {
role.lv = 60;
let roleLvInfo = gameData.kingexp.get(role.lv - 1);
role.exp = roleLvInfo.sum;
await RoleModel.updateRoleInfo(roleId, role);
}
}
let result = await addItems(roleId, roleName, sid, items );
if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
return resResult(STATUS.SUCCESS,{goods: result, lv: role.lv, exp: role.exp});
}
// 武将碎片合成
public async compose(msg: { hid: number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let serverId: number = session.get('serverId');
let {hid} = msg;
// 检查是否存在武将
let hasHero = await HeroModel.findByHidAndRole(hid, roleId);
if(hasHero) return resResult(STATUS.ROLE_HERO_EXISTS);
// 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
let dicHero = gameData.hero.get(hid);
if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let {pieceId, quality, initialStars: star, pieceCount, jobid: job, name: hName, initialSkin} = dicHero;
// 碎片数量是否足够
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: pieceCount}]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
// createHero
let curHero = await HeroModel.createHero({
roleId, serverId, roleName, hid, hName, star, quality, job, skins:[{id: initialSkin, enable: true}]
});
let hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.INIT, sid, roleId, curHero, {});
await calAllHeroCe(HERO_SYSTEM_TYPE.ADD_SKIN, sid, roleId, {}, [initialSkin])
return resResult(STATUS.SUCCESS, {curHero: returnHeroCeRatio(hero)});
}
// 武将升级
public async lvUp(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.ROLE_HERO_LV_TYPE_ERROR);
}
// 计算武将可以升的级数
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {lv: playerLv} = await RoleModel.findByRoleId(roleId);
let {lv: oldLv, exp: oldExp} = hero;
if(oldLv >= playerLv ) return resResult(STATUS.ROLE_HERO_LV_OVER);
if(oldLv + addLv > playerLv ) addLv = playerLv - oldLv;
let nextExp = getHeroExpByLv(oldLv + addLv - 1);
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.EXP);
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.ROLE_EXP_NOT_ENOUGH);
}
let newLv = getHeroLvByExp(newExp);
let costResult = await handleCost(roleId, sid, material);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let update = {
lv: playerLv > newLv?newLv: playerLv,
exp: newExp
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.LVUP, sid, roleId, hero, update);
const curHero = {
hid, lv : hero.lv, exp : hero.exp
}
return resResult(STATUS.SUCCESS, { curHero });
}
// 武将升星
public async starUp(msg: { hid: number, star: number, starStage: number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let {hid, star, starStage} = msg;
// 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
let dicHero = gameData.hero.get(hid);
if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let {pieceId} = dicHero;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {star: oldStar, starStage: oldStarStage, quality} = hero;
if(oldStar != star || oldStarStage != starStage) {
return resResult(STATUS.WRONG_PARMS);
}
if(oldStar == HERO_GROW_MAX.STAR) {
return resResult(STATUS.ROLE_STAR_REACH_MAX);
}
// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
const curDicHeroStar = getHeroStarByQuality(quality, oldStar);
if(!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: curDicHeroStar.advanceUpFragmentNum}]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let isUpStar = oldStarStage + 1 == ABI_STAGE.END;
let update = {
star: isUpStar? oldStar + 1: oldStar,
starStage: isUpStar? ABI_STAGE.START: oldStarStage + 1
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAR, sid, roleId, hero, update);
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
const curHero = {
hid,
star : hero.star,
starStage : hero.starStage,
colorStar: hero.colorStar,
colorStarStage: hero.colorStarStage
}
return resResult(STATUS.SUCCESS, {isUpStar, curHero});
}
// 武将升品
public async qualityUp(msg: { hid: number, quality: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let {hid, quality} = msg;
let dicHero = gameData.hero.get(hid);
if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// 根据dic_hero 获得 碎片id
let {pieceId} = dicHero;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {quality: oldQuality, star} = hero;
if(quality != oldQuality) {
return resResult(STATUS.WRONG_PARMS);
}
if(oldQuality == HERO_GROW_MAX.QUALITY) {
return resResult(STATUS.ROLE_QUALITY_REACH_MAX);
}
if(star != HERO_GROW_MAX.STAR ) {
return resResult(STATUS.ROLE_STAR_NOT_ENOUGH);
}
// 根据dic_zyz_hero_quality_up 获得需要的材料
const curDicHeroQualityUp = gameData.heroQualityUp.get(quality);
if(!curDicHeroQualityUp) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let {fragmentNum} = curDicHeroQualityUp;
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, hero, {
quality: hero.quality + 1
});
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
const curHero = {
hid,
quality : hero.quality
}
return resResult(STATUS.SUCCESS, {curHero});
}
// 武将觉醒
public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let {hid, colorStar, colorStarStage} = msg;
// 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
let dicHero = gameData.hero.get(hid);
if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let {pieceId} = dicHero;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {colorStar: oldColorStar, colorStarStage: oldColorStarStage, star, quality} = hero;
if(colorStar != oldColorStar || colorStarStage != oldColorStarStage) {
return resResult(STATUS.WRONG_PARMS);
}
if(star != HERO_GROW_MAX.STAR) {
return resResult(STATUS.ROLE_WAKE_STAR_NOT_ENOUGH);
}
if(quality != HERO_GROW_MAX.QUALITY) {
return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH);
}
// 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量
const curDicHeroStar = getHeroWakeByQuality(dicHero.quality, oldColorStar)
if(!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let {fragmentNum, consume} = curDicHeroStar;
// console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consume]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let isWakeUp = oldColorStar == 0;
let isUpStar = isWakeUp || oldColorStarStage + 1 == ABI_STAGE.END;
let update = {
colorStar: isUpStar? oldColorStar + 1: oldColorStar,
colorStarStage: isUpStar? ABI_STAGE.START: oldColorStarStage + 1
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, hero, update);
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
const curHero = {
hid,
star : hero.star,
starStage : hero.starStage,
colorStar: hero.colorStar,
colorStarStage: hero.colorStarStage
}
return resResult(STATUS.SUCCESS, {isUpStar, curHero});
}
//训练
async heroJobTrain (msg: {hid:number}, session: BackendSession) {
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 dicJob = gameData.job.get(hero.job);
if(!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND);
if (hero.jobStage >= ABI_STAGE.END)
return resResult(STATUS.HERO_JOB_STAGE_REACH_MAX_STAGE);
if (hero.job >= getMaxGradeByjobClass(dicJob.job_class))
return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
let consume = new Array<RewardInter>();
if(dicJob.trainingConsume[hero.jobStage]) {
consume.push(dicJob.trainingConsume[hero.jobStage]);
}
let result = await handleCost(roleId, sid, consume);
if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
//重算战力并下发
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TRAIN, sid, roleId, hero, {
jobStage: hero.jobStage + 1
});
return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, job : hero.job, jobStage: hero.jobStage}});
}
//进阶
async heroJobStageUp(msg: {hid:number}, session: BackendSession) {
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 calPlayerCeAndSave(HERO_SYSTEM_TYPE.FAVOUR, sid, roleId, hero, {
favour: newExp, favourLv: newLv
}, [oldLv]);
} else {
await HeroModel.updateHeroInfo(roleId, hero.hid, hero);
}
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} });
}
}