Files
ZYZ/game-server/app/servers/role/handler/heroHandler.ts
T
2020-12-09 21:27:05 +08:00

466 lines
19 KiB
TypeScript

import {Application, BackendSession, createTcpMailBox, ChannelService} from 'pinus';
import { handleCost } from '../../../services/rewardService';
import { calPlayerCeAndSave } from '../../../services/playerCeService';
import { resResult, getItems, decodeStr } from '../../../pubUtils/util';
import { STATUS } from '../../../consts/statusCode';
import {HeroModel} from '../../../db/Hero';
import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE, HERO_GROW_MAX} from '../../../consts/consts';
import {getJobInfoById, getMaxGradeByjobClass, getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels, getFashionsById} from '../../../pubUtils/gamedata';
import { ABI_STAGE } from '../../../consts/abilityConst';
import { RoleModel } from '../../../db/Role';
const _ = require('underscore');
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: { 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}] );
if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
return resResult(STATUS.SUCCESS);
}
// 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 {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 = getHeroInfoById(hid);
if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let {pieceId, quality, initialStars: star, pieceCount, jobid: job, name: hName} = 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, roleName, hid, hName, star, quality, job
});
await calPlayerCeAndSave(sid, roleId, [curHero]);
return resResult(STATUS.SUCCESS, {curHero});
}
// 武将升级
public async lvUp(msg: { hid: number, type: number, material: Array<{id: number, count: number}>}, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { hid, type, material } = msg;
let addLv = 0;
if(type == 1) {
addLv = 1;
} else if(type == 5) {
addLv = 5;
} else {
return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR);
}
// 计算得材料可转换的经验
let allExp = 0;
for(let {id, count} of material) {
let dicGoods = getGoodById(id);
if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let dicItid = ITID.get(dicGoods.itid);
if(!dicItid || dicItid.type != CONSUME_TYPE.EXP) {
return resResult(STATUS.ROLE_METERIAL_ERROR);
}
allExp += count * dicGoods.value;
}
// 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);
oldExp += allExp;
let newExp = oldExp + allExp; // 不考虑主公等级,还会剩多少经验
let newLv = oldLv; // 不考虑主公等级,这些经验可以升几级
let curExp = newExp; // 考虑到主公等级,还剩多少经验
for(;;) {
let exp = getHeroExpByLv(newLv);
console.log(exp, newExp)
if(exp < newExp) {
newExp -= exp;
if(newLv < playerLv) curExp -= exp;
newLv ++;
} else {
break;
}
}
if(oldLv + addLv > newLv) {
return resResult(STATUS.ROLE_EXP_NOT_ENOUGH);
}
let costResult = await handleCost(roleId, sid, material);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero.lv = playerLv > newLv?newLv: playerLv;
hero.exp = curExp;
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
const curHero = {
hid, lv : heros[0].lv, exp : heros[0].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 = getHeroInfoById(hid);
if(!dicHero) return resResult(STATUS.ROLE_INFO_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 dicHeroStar = getGamedata('dic_zyz_hero_star');
const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star && oldStar);
if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_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;
hero.star = isUpStar? oldStar + 1: oldStar;
hero.starStage = isUpStar? ABI_STAGE.START: oldStarStage + 1;
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
const curHero = {
hid,
star : heros[0].star,
starStage : heros[0].starStage,
colorStar: heros[0].colorStar,
colorStarStage: heros[0].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 = getHeroInfoById(hid);
if(!dicHero) return resResult(STATUS.ROLE_INFO_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
let dicHeroQualityUp = getGamedata('dic_zyz_hero_quality_up');
const curDicHeroQualityUp = dicHeroQualityUp.find(cur => cur.quality == quality);
if(!curDicHeroQualityUp) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let {fragmentNum, consume} = curDicHeroQualityUp;
let consumeArr = decodeStr('cost', consume);
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero.quality ++;
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
const curHero = {
hid,
quality : heros[0].quality
}
return resResult(STATUS.SUCCESS, {curHero});
}
// 武将觉醒
public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number}, session: BackendSession) {
// 根据dic_hero 获得 碎片id
// 根据dic_zyz_hero_wake 获得需要花费的碎片和材料
// 特殊处理,初次觉醒fireStage传0,保存为 colorStar = 1, colorStarStage = 0,花费的材料取的0星的
// 检查品质是否是橙色
// 升星阶,满6自动升星
// handleCost
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 = getHeroInfoById(hid);
if(!dicHero) return resResult(STATUS.ROLE_INFO_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 dicHeroStar = getGamedata('dic_zyz_hero_wake');
const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star == oldColorStar);
if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let {fragmentNum, consume} = curDicHeroStar;
let consumeArr = decodeStr('cost', consume);
console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let isUpStar = oldColorStar == 0|| oldColorStarStage + 1 == ABI_STAGE.END;
hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar;
hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1;
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
const curHero = {
hid,
star : heros[0].star,
starStage : heros[0].starStage,
colorStar: heros[0].colorStar,
colorStarStage: heros[0].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 heroJob = getJobInfoById(hero.job);
let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1);
if (nextHeroJob.unlockLevel > hero.lv)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
if (hero.jobStage >= 6)
return resResult(STATUS.HERO_JOB_STAGE_REACH_MAX_STAGE);
if (hero.job >= getMaxGradeByjobClass(heroJob.job_class))
return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
let cousumeGoods = getItems(heroJob.trainingConsume);
let result = await handleCost(roleId, sid, cousumeGoods);
if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
hero.jobStage = hero.jobStage ++;
//重算战力并下发
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
return resResult(STATUS.SUCCESS, { hid : heros[0].hid, job : heros[0].job, jobStage : heros[0].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 heroJob = getJobInfoById(hero.job);
let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1);
if (nextHeroJob.unlockLevel > hero.lv)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
if (hero.job >= getMaxGradeByjobClass(heroJob.job_class))
return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
let cousumeGoods = getItems(heroJob.upGradeConsume);
let result = await handleCost(roleId, sid, cousumeGoods);
if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
hero.job = nextHeroJob.jobid;
hero.jobStage = 0;
//重算战力并下发
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
return resResult(STATUS.SUCCESS, { hid : heros[0].hid, job : heros[0].job, jobStage : heros[0].jobStage});
}
//激活羁绊
async heroConectionActivate(msg: {hid:number, id:number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { hid, id } = msg;
let friendShip = getFriendShipById(id);
if (friendShip.actorId != hid)
return resResult(STATUS.WRONG_PARMS);
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
if (!!_.findWhere(hero.conections, {id:id}))
return resResult(STATUS.HERO_CONECTION_IS_EXIT);
if (hero.star < friendShip.level)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
let heroIds = friendShip.memberId.split('|');
for (let heroId of heroIds) {
let member = await HeroModel.findByHidAndRole(heroId, roleId);
if(!member)
return resResult(STATUS.HERO_NOT_FIND);
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:5000}]);
if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
hero.conections.push({
id : id
});
//重算战力并下发
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
return resResult(STATUS.SUCCESS, { hid : heros[0].hid, conections : heros[0].conections});
}
//赠送(包括一键赠送)
async heroGiveFavor(msg: {hid:number, items:Array<{id : number,count : number}>}, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { hid, items } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
let friendShipLevels = getFriendShipLevels();
if (friendShipLevels[friendShipLevels.lenth - 1].level <= hero.favourLv)
return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT);
//计算消耗物品转化的经验
let exp:number = 0;
for (let item of items) {
let itemInfo = getGoodById(item.id);
if (itemInfo.itid == CONSUME_TYPE.FAVOUR) {
exp += itemInfo.value;
} else {
return resResult(STATUS.WRONG_PARMS);
}
}
hero.favour += exp;
for (let friendShipLevel of friendShipLevels) {
if (friendShipLevel.level < hero.favourLv)
continue;
if (friendShipLevel.exp > hero.favour)
break;
hero.favour -= friendShipLevel.exp;
hero.favourLv++;
}
let result = await handleCost(roleId, sid, items);
if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
//重算战力并下发
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
return resResult(STATUS.SUCCESS, { hid : heros[0].hid, favour : heros[0].favour, favourLv : heros[0].favourLv});
}
//购买时装
async buyHeroSkin(msg: {id:number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { id } = msg;
let skinInfo = getFashionsById(id);
if (!skinInfo)
resResult(STATUS.HERO_SKIN_NOT_FIND);
let hero = await HeroModel.findByHidAndRole(skinInfo.actorId, roleId);
if (!hero)
resResult(STATUS.HERO_NOT_FIND);
if (!!_.findWhere(hero.skins, {id:id}))
resResult(STATUS.HERO_SKIN_IS_EXIST);
let items;//TODO物品消耗
let result = await handleCost(roleId, sid, items);
if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
hero.skins.push({
id:id,
enable:false
});
let heros = await HeroModel.findByRole(roleId);
for (let i = 0; i < heros.length; i++) {
if (heros[i].hid == hero.hid) {
heros[i] = hero;
}
}
//重算战力并下发
await calPlayerCeAndSave(sid, roleId, heros);
return resResult(STATUS.SUCCESS, { hid : hero.hid, skins : hero.skins});
}
//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 = getFashionsById(id);
if (!skinInfo)
resResult(STATUS.HERO_SKIN_NOT_FIND);
let hero = await HeroModel.findByHidAndRole(skinInfo.actorId, roleId);
if (!hero)
resResult(STATUS.HERO_NOT_FIND);
let result = false;
for (let skin of hero.skins) {
if (skin.id == id) {
skin.enable = true;
result = true;
} else {
skin.enable = false;
}
}
if (!result) {
resResult(STATUS.HERO_SKIN_NOT_FIND);
}
await calPlayerCeAndSave(sid, roleId, [hero]);
return resResult(STATUS.SUCCESS, { hid : hero.hid, skins : hero.skins});
}
}