448 lines
19 KiB
TypeScript
448 lines
19 KiB
TypeScript
import {Application, BackendSession, createTcpMailBox, ChannelService} from 'pinus';
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import { handleCost } from '../../../services/rewardService';
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import { calPlayerCeAndSave, getAllAttrStage } from '../../../services/playerCeService';
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import { resResult } from '../../../pubUtils/util';
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import { STATUS } from '../../../consts/statusCode';
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import {HeroModel} from '../../../db/Hero';
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import {CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ITID, ABI_STAGE} from '../../../consts';
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import { RoleModel } from '../../../db/Role';
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import { ItemModel } from '../../../db/Item';
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import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getFriendShipById } from '../../../pubUtils/data';
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import { RewardInter } from '../../../pubUtils/interface';
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export default function(app: Application) {
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return new HeroHandler(app);
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}
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export class HeroHandler {
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constructor(private app: Application) {
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}
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private channelService: ChannelService = this.app.get('channelService');
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public async test(msg: { id: number, count: 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 {id, count} = msg;
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let result = await handleCost(roleId, sid, [{id, count}] );
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if(!result) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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return resResult(STATUS.SUCCESS);
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}
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// 武将碎片合成
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public async compose(msg: { hid: 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 serverId: number = session.get('serverId');
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let {hid} = msg;
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// 检查是否存在武将
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let hasHero = await HeroModel.findByHidAndRole(hid, roleId);
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if(hasHero) return resResult(STATUS.ROLE_HERO_EXISTS);
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// 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
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let dicHero = gameData.hero.get(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {pieceId, quality, initialStars: star, pieceCount, jobid: job, name: hName} = dicHero;
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// 碎片数量是否足够
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: pieceCount}]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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// createHero
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let curHero = await HeroModel.createHero({
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roleId, serverId, roleName, hid, hName, star, quality, job
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}, false);
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await calPlayerCeAndSave(sid, roleId, [curHero], HERO_SYSTEM_TYPE.STAR, getAllAttrStage());
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return resResult(STATUS.SUCCESS, {curHero});
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}
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// 武将升级
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public async lvUp(msg: { hid: number, type: number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let { hid, type } = msg;
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let addLv = 0;
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if(type == 1) {
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addLv = 1;
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} else if(type == 5) {
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addLv = 5;
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} else {
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return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR);
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}
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// 计算武将可以升的级数
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let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {lv: playerLv} = await RoleModel.findByRoleId(roleId);
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let {lv: oldLv, exp: oldExp} = hero;
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if(oldLv + addLv > playerLv ) return resResult(STATUS.ROLE_HERO_LV_OVER);
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let nextExp = getHeroExpByLv(oldLv + addLv - 1);
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let needExp = nextExp - oldExp;
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let newExp = oldExp;
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// 计算得材料可转换的经验
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let originalConsumes: Array<any> = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.EXP);
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let material = new Array<RewardInter>();
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for(let {id, count} of originalConsumes) {
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let dicGoods = gameData.goods.get(id);
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if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let _count = Math.ceil(needExp/dicGoods.value);
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if(_count < count) {
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material.push({id, count: _count});
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newExp += dicGoods.value * _count;
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break;
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} else {
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material.push({id, count});
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newExp += dicGoods.value * count;
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}
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}
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if(newExp < needExp) {
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return resResult(STATUS.ROLE_EXP_NOT_ENOUGH);
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}
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let newLv = getHeroLvByExp(newExp);
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let costResult = await handleCost(roleId, sid, material);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero.lv = playerLv > newLv?newLv: playerLv;
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hero.exp = newExp;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR, getAllAttrStage());
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const curHero = {
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hid, lv : heros[0].lv, exp : heros[0].exp
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}
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return resResult(STATUS.SUCCESS, { curHero });
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}
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// 武将升星
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public async starUp(msg: { hid: number, star: number, starStage: number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let {hid, star, starStage} = msg;
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// 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
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let dicHero = gameData.hero.get(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {star: oldStar, starStage: oldStarStage, quality} = hero;
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if(oldStar != star || oldStarStage != starStage) {
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return resResult(STATUS.WRONG_PARMS);
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}
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if(oldStar == HERO_GROW_MAX.STAR) {
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return resResult(STATUS.ROLE_STAR_REACH_MAX);
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}
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// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
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const curDicHeroStar = getHeroStarByQuality(quality, oldStar);
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if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: curDicHeroStar.advanceUpFragmentNum}]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let isUpStar = oldStarStage + 1 == ABI_STAGE.END;
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hero.star = isUpStar? oldStar + 1: oldStar;
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hero.starStage = isUpStar? ABI_STAGE.START: oldStarStage + 1;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR, [isUpStar? ABI_STAGE.END: hero.starStage]);
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const curHero = {
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hid,
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star : heros[0].star,
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starStage : heros[0].starStage,
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colorStar: heros[0].colorStar,
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colorStarStage: heros[0].colorStarStage
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}
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return resResult(STATUS.SUCCESS, {isUpStar, curHero});
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}
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// 武将升品
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public async qualityUp(msg: { hid: number, quality: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let {hid, quality} = msg;
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let dicHero = gameData.hero.get(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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// 根据dic_hero 获得 碎片id
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let {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {quality: oldQuality, star} = hero;
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if(quality != oldQuality) {
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return resResult(STATUS.WRONG_PARMS);
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}
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if(oldQuality == HERO_GROW_MAX.QUALITY) {
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return resResult(STATUS.ROLE_QUALITY_REACH_MAX);
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}
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if(star != HERO_GROW_MAX.STAR ) {
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return resResult(STATUS.ROLE_STAR_NOT_ENOUGH);
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}
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// 根据dic_zyz_hero_quality_up 获得需要的材料
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const curDicHeroQualityUp = gameData.heroQualityUp.get(quality);
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if(!curDicHeroQualityUp) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {fragmentNum} = curDicHeroQualityUp;
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero.quality ++;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR, getAllAttrStage());
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const curHero = {
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hid,
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quality : heros[0].quality
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}
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return resResult(STATUS.SUCCESS, {curHero});
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}
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// 武将觉醒
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public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let {hid, colorStar, colorStarStage} = msg;
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// 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
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let dicHero = gameData.hero.get(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {colorStar: oldColorStar, colorStarStage: oldColorStarStage, star, quality} = hero;
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if(colorStar != oldColorStar || colorStarStage != oldColorStarStage) {
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return resResult(STATUS.WRONG_PARMS);
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}
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if(star != HERO_GROW_MAX.STAR) {
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return resResult(STATUS.ROLE_WAKE_STAR_NOT_ENOUGH);
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}
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if(quality != HERO_GROW_MAX.QUALITY) {
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return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH);
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}
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// 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量
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const curDicHeroStar = getHeroWakeByQuality(quality, oldColorStar)
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if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {fragmentNum, consume} = curDicHeroStar;
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// console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consume]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let isUpStar = oldColorStar == 0|| oldColorStarStage + 1 == ABI_STAGE.END;
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hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar;
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hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1;
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let args = new Array<number>();
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if(oldColorStarStage + 1 == ABI_STAGE.END) {
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args = getAllAttrStage();
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} else {
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args.push(isUpStar? ABI_STAGE.END: hero.colorStarStage)
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}
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR, args);
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const curHero = {
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hid,
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star : heros[0].star,
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starStage : heros[0].starStage,
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colorStar: heros[0].colorStar,
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colorStarStage: heros[0].colorStarStage
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}
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return resResult(STATUS.SUCCESS, {isUpStar, curHero});
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}
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//训练
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async heroJobTrain (msg: {hid:number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let { hid } = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
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if (!hero)
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return resResult(STATUS.HERO_NOT_FIND);
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let heroJob = gameData.job.get(hero.job);
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let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1);
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if (nextHeroJob.unlockLevel > hero.lv)
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return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
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if (hero.jobStage >= 6)
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return resResult(STATUS.HERO_JOB_STAGE_REACH_MAX_STAGE);
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if (hero.job >= getMaxGradeByjobClass(heroJob.job_class))
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return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
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let result = await handleCost(roleId, sid, heroJob.trainingConsume);
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if(!result) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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hero.jobStage = hero.jobStage ++;
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//重算战力并下发
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.TRAIN);
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return resResult(STATUS.SUCCESS, { hid : heros[0].hid, job : heros[0].job, jobStage: heros[0].jobStage});
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}
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//进阶
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async heroJobStageUp(msg: {hid:number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let { hid } = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
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if (!hero)
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return resResult(STATUS.HERO_NOT_FIND);
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let curJob = hero.job;
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let heroJob = gameData.job.get(curJob);
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let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1);
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if (nextHeroJob.unlockLevel > hero.lv)
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return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
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if (curJob >= getMaxGradeByjobClass(heroJob.job_class))
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return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
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let result = await handleCost(roleId, sid, heroJob.upGradeConsume);
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if(!result) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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hero.job = nextHeroJob.jobid;
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hero.jobStage = 0;
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//重算战力并下发
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAGEUP, [curJob]);
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return resResult(STATUS.SUCCESS, { hid : heros[0].hid, job : heros[0].job, jobStage : heros[0].jobStage});
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}
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//激活羁绊
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async heroConectionActivate(msg: {shipId: number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let { shipId } = msg;
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let shipHidAndLevel = gameData.friendShipHidAandIds.get(shipId);
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if (!shipHidAndLevel)
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return resResult(STATUS.HERO_CONECTION_IS_NOT_EXIT);
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let hero = await HeroModel.findByHidAndRole(shipHidAndLevel.actorId, roleId, false);
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if (!hero)
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return resResult(STATUS.HERO_NOT_FIND);
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let flag = true;
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let level = 1;
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for (let conection of hero.connections) {
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if (conection.shipId == shipId ) {
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if (conection.level >= shipHidAndLevel.level) {
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return resResult(STATUS.HERO_CONECTION_IS_MAX_LEVEL);
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} else {
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flag = false;
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conection.level++;
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level = conection.level;
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}
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}
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}
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if (!!flag) {
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hero.connections.push({shipId, level});
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}
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let friendShip = getFriendShipById(shipId, level);
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if (hero.star < friendShip.level)
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return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
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let hids = friendShip.hids;
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for (let hid of hids) {
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if (hid == shipHidAndLevel.actorId)
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continue;
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let member = await HeroModel.findByHidAndRole(hid, roleId, false);
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if (!member)
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return resResult(STATUS.ROLE_SHORT_HERO_CONECTION);
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if (member.star < friendShip.level)
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return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
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}
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let result = await handleCost(roleId, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count:5000}]);
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if(!result) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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//重算战力并下发
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.CONNECT, [shipId, level]);
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return resResult(STATUS.SUCCESS, { hid : heros[0].hid, connections : heros[0].connections});
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}
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//赠送(包括一键赠送)
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async heroGiveFavor(msg: {hid:number, items:Array<{id : number,count : number}>}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let { hid, items } = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
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let lastLv = hero.favourLv;
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if (!hero)
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return resResult(STATUS.HERO_NOT_FIND);
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let friendShipLevels = gameData.friendShipLevel;
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if (friendShipLevels[friendShipLevels.length - 1].level <= hero.favourLv)
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return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT);
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//计算消耗物品转化的经验
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let exp:number = 0;
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for (let item of items) {
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let itemInfo = gameData.goods.get(item.id);
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let dicItid = ITID.get(itemInfo.itid);
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if (dicItid.type == CONSUME_TYPE.FAVOUR) {
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exp += itemInfo.value;
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} else {
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return resResult(STATUS.WRONG_PARMS);
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}
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}
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hero.favour += exp;
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for (let friendShipLevel of friendShipLevels) {
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if (friendShipLevel.level < hero.favourLv)
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continue;
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if (friendShipLevel.exp > hero.favour)
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break;
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hero.favour -= friendShipLevel.exp;
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hero.favourLv++;
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}
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let result = await handleCost(roleId, sid, items);
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if(!result) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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|
}
|
|
//重算战力并下发
|
|
if (lastLv != hero.favourLv) {
|
|
await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.FAVOUR, [lastLv]);
|
|
} else {
|
|
await HeroModel.updateHeroInfo(roleId, hero.hid, hero);
|
|
}
|
|
return resResult(STATUS.SUCCESS, { 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, false);
|
|
if (!hero)
|
|
return resResult(STATUS.HERO_NOT_FIND);
|
|
let result = false;
|
|
let lastSkinId;
|
|
for (let skin of hero.skins) {
|
|
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(sid, roleId, [hero], HERO_SYSTEM_TYPE.SKIN, [id, lastSkinId]);
|
|
return resResult(STATUS.SUCCESS, { hid : hero.hid, skins : hero.skins});
|
|
}
|
|
|
|
}
|