Files
ZYZ/game-server/app/servers/role/handler/heroHandler.ts
2020-12-15 16:02:59 +08:00

448 lines
19 KiB
TypeScript

import {Application, BackendSession, createTcpMailBox, ChannelService} from 'pinus';
import { handleCost } from '../../../services/rewardService';
import { calPlayerCeAndSave, getAllAttrStage } from '../../../services/playerCeService';
import { resResult } from '../../../pubUtils/util';
import { STATUS } from '../../../consts/statusCode';
import {HeroModel} from '../../../db/Hero';
import {CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ITID, ABI_STAGE} from '../../../consts';
import { RoleModel } from '../../../db/Role';
import { ItemModel } from '../../../db/Item';
import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getFriendShipById } from '../../../pubUtils/data';
import { RewardInter } from '../../../pubUtils/interface';
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 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.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, serverId, roleName, hid, hName, star, quality, job
}, false);
await calPlayerCeAndSave(sid, roleId, [curHero], HERO_SYSTEM_TYPE.STAR, getAllAttrStage());
return resResult(STATUS.SUCCESS, {curHero});
}
// 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, false);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {lv: playerLv} = await RoleModel.findByRoleId(roleId);
let {lv: oldLv, exp: oldExp} = hero;
if(oldLv + addLv > playerLv ) return resResult(STATUS.ROLE_HERO_LV_OVER);
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: Array<any> = 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.ROLE_INFO_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 < needExp) {
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);
hero.lv = playerLv > newLv?newLv: playerLv;
hero.exp = newExp;
let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR, getAllAttrStage());
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 = gameData.hero.get(hid);
if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let {pieceId} = dicHero;
let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
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.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], HERO_SYSTEM_TYPE.STAR, [isUpStar? ABI_STAGE.END: hero.starStage]);
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 = gameData.hero.get(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, false);
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.ROLE_INFO_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.quality ++;
let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR, getAllAttrStage());
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) {
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.ROLE_INFO_NOT_FOUND);
let {pieceId} = dicHero;
let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
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(quality, oldColorStar)
if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_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 isUpStar = oldColorStar == 0|| oldColorStarStage + 1 == ABI_STAGE.END;
hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar;
hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1;
let args = new Array<number>();
if(oldColorStarStage + 1 == ABI_STAGE.END) {
args = getAllAttrStage();
} else {
args.push(isUpStar? ABI_STAGE.END: hero.colorStarStage)
}
let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR, args);
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, false);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
let heroJob = gameData.job.get(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 result = await handleCost(roleId, sid, heroJob.trainingConsume);
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], HERO_SYSTEM_TYPE.TRAIN);
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, false);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
let curJob = hero.job;
let heroJob = gameData.job.get(curJob);
let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1);
if (nextHeroJob.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);
}
hero.job = nextHeroJob.jobid;
hero.jobStage = 0;
//重算战力并下发
let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAGEUP, [curJob]);
return resResult(STATUS.SUCCESS, { hid : heros[0].hid, job : heros[0].job, jobStage : heros[0].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, false);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
let flag = true;
let level = 1;
for (let conection of hero.connections) {
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) {
hero.connections.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, false);
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:5000}]);
if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
//重算战力并下发
let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.CONNECT, [shipId, level]);
return resResult(STATUS.SUCCESS, { hid : heros[0].hid, connections : heros[0].connections});
}
//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, false);
let lastLv = hero.favourLv;
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
let friendShipLevels = gameData.friendShipLevel;
if (friendShipLevels[friendShipLevels.length - 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 = gameData.goods.get(item.id);
let dicItid = ITID.get(itemInfo.itid);
if (dicItid.type == 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
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});
}
}