171 lines
5.9 KiB
TypeScript
171 lines
5.9 KiB
TypeScript
import { Application, BackendSession } from "pinus";
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import { resResult } from "../../../pubUtils/util";
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import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE } from "../../../consts";
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import { addItems, handleCost } from "../../../services/rewardService";
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import { gameData } from "../../../pubUtils/data";
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import { ItemInter } from "../../../pubUtils/interface";
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import { EquipModel } from "../../../db/Equip";
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import { GOOD_TYPE } from "../../../consts/consts";
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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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export default function(app: Application) {
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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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// TODO 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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// 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.ROLE_INFO_NOT_FOUND);
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let cost = new Array<ItemInter>();
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if(targetGood.suitId > 0) { // 套装
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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(roleId, originalEquip);
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for(let {id, seqId} of equips) {
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if(specialMaterial.ids.includes(id)) {
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costCount++;
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cost.push({id, seqId, count: 1, type: GOOD_TYPE.EQUIP });
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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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let items = [{type: GOOD_TYPE.EQUIP, id: gid, count: 1}];
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let goods = await addItems(roleId, roleName, sid, items);
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return resResult(STATUS.SUCCESS, { goods });
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}
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// TODO 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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let sid: string = session.get('sid');
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let {hid, ePlaceId, type} = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.HERO_NOT_FIND);
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let { ePlace = new Array<EPlace>() } = hero; // 装备栏
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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} of strengthenArr) {
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if(lv < minLv) minLv = lv;
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}
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let {coin, lv: playerLv} = await Role.findByRoleId(roleId);
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let maxLv = type == EQUIP_STRENGTHEN_TYPE.SINGLE?minLv + 1:playerLv;
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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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}
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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(sid, roleId, [hero], HERO_SYSTEM_TYPE.EPLACE_STRENGTHEN);
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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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// TODO 装备栏精炼
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public async refine(msg: { }, session: BackendSession) {
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}
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// TODO 装备洗炼锁定
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public async lockRandSe(msg: { }, session: BackendSession) {
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}
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// TODO 装备洗炼
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public async reStrengthen(msg: { }, session: BackendSession) {
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}
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//===================================================================
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//TODO 分解装备
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public async decomposeEquips(msg: { }, session: BackendSession) {
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}
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//TODO 穿戴装备
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public async wearEquips(msg: { }, session: BackendSession) {
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}
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//TODO 卸下装备
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public async removeEquips(msg: { }, session: BackendSession) {
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}
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//TODO 装备打孔
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public async unlockEquipHole(msg: { }, session: BackendSession) {
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}
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//TODO 宝石镶嵌
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public async setEquipGemstone(msg: { }, session: BackendSession) {
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}
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//TODO 宝石合成
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public async composeGemstone(msg: { }, session: BackendSession) {
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}
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} |