279 lines
11 KiB
TypeScript
279 lines
11 KiB
TypeScript
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import { HeroModel, HeroType } from '../db/Hero';
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import { ItemModel } from '../db/Item';
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import { EquipModel, RandSe, Holes } from './../db/Equip';
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import { BagInter, EquipInter } from './interface';
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import { gameData } from './data';
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import { RANDOM_SE_COUNT, FIX_ATTRIBUTES_RAN, ITID, CURRENCY_BY_TYPE, CURRENCY_TYPE, ROLE_SELECT, FIGURE_UNLOCK_CONDITION, CONSUME_TYPE, HERO_SYSTEM_TYPE, TASK_TYPE } from '../consts';
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import { getRandValueByMinMax, getRandEelm } from './util';
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import { findWhere } from 'underscore';
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import { RoleModel, RoleType } from '../db/Role';
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import { Figure } from '../domain/dbGeneral';
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import { getBeforeDaySeconds, nowSeconds } from './timeUtil';
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import { calPlayerCeAndSave, reCalAllHeroCe } from './playerCe';
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import { checkTask, checkTaskWithHeroes, checkTaskWithEquip, accomplishTask } from './taskUtil';
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import { CreateHeroParam } from '../domain/roleField/hero';
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export async function addSkins(roleId: string, id: number) {
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let skinInfo = gameData.fashion.get(id);
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if (!skinInfo)
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return false;
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let hero = await HeroModel.findByHidAndRole(skinInfo.actorId, roleId);
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if (!hero)
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return false;
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if (!!findWhere(hero.skins, { id }))
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return false;
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hero.skins.push({ id, enable: false });
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await HeroModel.updateHeroInfo(roleId, hero.hid, hero);
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return { skins: hero.skins, hid: hero.hid };
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}
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export async function addBags(roleId: string, roleName: string, data: BagInter) {
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let { id, count, itemName, type, hid } = data;
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let item = await ItemModel.increaseItem(roleId, id, count, { roleId, roleName, itemName, id, type, hid });
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return { id: item.id, count: item.count };
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}
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export async function addEquips(roleId: string, roleName: string, weapon: EquipInter) {
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let { id, name, quality, suitId, hole, randomEffect, itid, hid } = weapon;
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let { type } = ITID.get(itid);
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let randomNum = RANDOM_SE_COUNT.get(quality);
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let randomResult: number[] = getRandEelm(randomEffect, randomNum);
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let randSe: Array<RandSe> = randomResult.map((id: number, i: number) => {
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let random = gameData.randomEffectPool.get(id)
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let rand = 0;
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if (random.id > 0) rand = getRandValueByMinMax(random.Min, random.Max, 0);
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return {
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id: i + 1,
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seid: random.id,
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rand,
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locked: false
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};
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});
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let randRange = getRandValueByMinMax(0 - FIX_ATTRIBUTES_RAN, FIX_ATTRIBUTES_RAN, 0);
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let holes = new Array<Holes>();
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for (let i = 0; i < hole; i++) {
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holes.push({ id: i + 1, isOpen: false, jewel: 0 })
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}
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const equip = await EquipModel.createEquip({ roleId, roleName, id, name, quality, suitId, randRange, ePlaceId: type, randSe, holes, hid });
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// 任务
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let pushMessage = await checkTaskWithEquip(roleId, TASK_TYPE.EQUIP_SUIT, equip);
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return { equipInfo: equip, pushMessage }
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}
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/**
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* @description 获取元宝物品 { id, count }
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* @param count 元宝数量
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*/
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export function getGoldObject(count: number) {
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return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count };
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}
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/**
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* @description 获取金币物品 { id, count }
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* @param count 元宝数量
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*/
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export function getCoinObject(count: number) {
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return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count };
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}
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/**
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* @description 获取友情点物品 { id, count }
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* @param count 友情点数量
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*/
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export function getFriendPointObject(count: number) {
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return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.FRIEND_POINT), count };
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}
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/**
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* @description 获取功勋物品 { id, count }
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* @param count 功勋数量
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*/
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export function getHonourObject(count: number) {
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return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.HONOUR), count };
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}
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/**
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* 解锁头像/相框
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* @param roleId 玩家id
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* @param conditions 解锁条件
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* @param role 如果已查询过role表就直接可以使用
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*/
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export async function unlockFigure(roleId: string, conditions: { type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number }[], role?: RoleType) {
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if (!role || !role.heads || !role.frames) {
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role = await RoleModel.findByRoleId(roleId, ROLE_SELECT.GET_HEADS);
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}
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let { heads, frames, spines } = role;
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let figureInfo = { heads: new Array<Figure>(), frames: new Array<Figure>(), spines: new Array<Figure>() };
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for (let { type, paramHid, paramFavourLv, paramSkinId } of conditions) {
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let canUnLockList = gameData.figureCondition.get(type);
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if (canUnLockList) {
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for (let { id, params, gid } of canUnLockList) {
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let flag = false; // 是否达成条件
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if (type == FIGURE_UNLOCK_CONDITION.GET_HERO) {
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let [hid] = params;
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if (paramHid == hid) flag = true;
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} else if (type == FIGURE_UNLOCK_CONDITION.HERO_FAVOR) {
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let [hid, favourLv] = params;
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if (paramHid == hid && paramFavourLv >= favourLv) flag = true;
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} else if (type == FIGURE_UNLOCK_CONDITION.GET_SKIN) {
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let [id] = params;
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if (paramSkinId == id) flag = true;
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}
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if (!flag) continue;
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let dicGood = gameData.goods.get(gid);
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if (!dicGood) continue;
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let dicItid = ITID.get(dicGood.itid);
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if (!dicItid) continue;
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if (dicItid.type == CONSUME_TYPE.HEAD) {
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let figure = unlockSingleFigure(heads, gid, false, id);
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if (figure && figure.unlocked) figureInfo.heads.push(figure);
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} else if (dicItid.type == CONSUME_TYPE.FRAME) {
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let figure = unlockSingleFigure(frames, gid, false, id);
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if (figure && figure.unlocked) figureInfo.frames.push(figure);
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} else if (dicItid.type == CONSUME_TYPE.SPINE) {
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let figure = unlockSingleFigure(spines, gid, false, id);
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if (figure && figure.unlocked) figureInfo.spines.push(figure);
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} else {
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continue;
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}
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}
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}
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}
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role = await RoleModel.updateRoleInfo(roleId, { heads, frames, spines });
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return figureInfo;
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}
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// 直接获得形象/相框
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export async function addFigure(roleId: string, ids: number[]) {
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let role = await RoleModel.findByRoleId(roleId, ROLE_SELECT.GET_HEADS);
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if (!role) return false;
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let { heads, frames, spines } = role;
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let figureInfo = { heads: [], frames: [], spines: [] };
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for (let gid of ids) {
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let dicGoods = gameData.goods.get(gid);
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if (!dicGoods) continue;
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let dicItid = ITID.get(dicGoods.itid);
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if (!dicItid) continue;
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if (dicItid.type == CONSUME_TYPE.HEAD) {
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let figure = unlockSingleFigure(heads, gid, true);
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if (figure && figure.unlocked) figureInfo.heads.push(figure);
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} else if (dicItid.type == CONSUME_TYPE.FRAME) {
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let figure = unlockSingleFigure(frames, gid, true);
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if (figure && figure.unlocked) figureInfo.frames.push(figure);
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} else if (dicItid.type == CONSUME_TYPE.SPINE) {
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let figure = unlockSingleFigure(spines, gid, true);
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if (figure && figure.unlocked) figureInfo.spines.push(figure);
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} else {
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continue;
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}
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}
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role = await RoleModel.updateRoleInfo(roleId, { heads, frames, spines });
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return figureInfo;
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}
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/**
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* 根据物品id解锁/获得玩家数据
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* @param dbFigures 数据库内字段
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* @param id 物品id
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* @param unlockDirect 是否不计算解锁条件直接解锁
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* @param conditionId 条件id
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*/
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function unlockSingleFigure(dbFigures: Figure[], id: number, unlockDirect = false, conditionId?: number) {
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let figure = dbFigures.find(cur => cur.id == id);
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if (!figure) {
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figure = new Figure(id, false);
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dbFigures.push(figure);
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}
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if (figure.unlocked) return; // 已解锁过
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if (!figure.unlockedId) figure.unlockedId = new Array<number>();
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let dicGoods = gameData.goods.get(id);
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let hasUnlockedAll = true;
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if (!unlockDirect) { // 不能直接获得,需要通过type解锁
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if (figure.unlockedId.includes(conditionId)) return;
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figure.unlockedId.push(conditionId);
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for (let { id: cid } of dicGoods.condition) {
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if (!figure.unlockedId.includes(cid)) {
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hasUnlockedAll = false; break;
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}
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}
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}
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if (hasUnlockedAll) {
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figure.unlocked = true;
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delete figure.unlockedId;
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if (dicGoods.timeLimit) {
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figure.time = getBeforeDaySeconds(-1 * dicGoods.timeLimit); // timeLimit天以后
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}
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}
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return figure
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}
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export async function createHero(roleId: string, roleName: string, serverId: number, heroInfo: CreateHeroParam, funcs?: number[]) {
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let { role, figureInfo, heroes, calHeroResults, calAllHeroResults, taskPushMessage } = await createHeroes(roleId, roleName, serverId, [heroInfo], funcs)
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return { hero: heroes[0], role, figureInfo, calHeroResult: calHeroResults[0], calAllHeroResult: calAllHeroResults[0], taskPushMessage }
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}
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export async function createHeroes(roleId: string, roleName: string, serverId: number, heroInfos: CreateHeroParam[], funcs?: number[]) {
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let heroNum = 0;
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let skinIds = new Array<number>();
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let conditions = new Array<{ type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number }>();
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let heroes: HeroType[] = [], calHeroResults = [], calAllHeroResults = [];
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for (let heroInfo of heroInfos) {
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let dicHero = gameData.hero.get(heroInfo.hid);
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let { quality, initialStars: star, jobid: job, name: hName, initialSkin } = dicHero;
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let info = { roleId, roleName, serverId, quality, star, job, hName, skins: [{id: initialSkin, enable: true}] };
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let curHero = await HeroModel.createHero(Object.assign(info, heroInfo));
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let calHeroResult = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.INIT, roleId, curHero, {}); calHeroResults.push(calHeroResult);
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let calAllHeroResult = await reCalAllHeroCe(HERO_SYSTEM_TYPE.ADD_SKIN, roleId, {}, skinIds); calAllHeroResults.push(calAllHeroResult);
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heroes.push(calHeroResult.hero);
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conditions.push({ type: FIGURE_UNLOCK_CONDITION.GET_HERO, paramHid: heroInfo.hid });
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info.skins.forEach(cur => {
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skinIds.push(cur.id);
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conditions.push({ type: FIGURE_UNLOCK_CONDITION.GET_SKIN, paramSkinId: cur.id });
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});
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heroNum++;
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}
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let figureInfo = await unlockFigure(roleId, conditions); // 解锁头像
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let role = await RoleModel.incRoleInfo(roleId, { heroNum }, { heroNumUpdatedAt: nowSeconds() });
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// 任务
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let m1 = await checkTask(roleId, TASK_TYPE.HERO_NUM, heroNum, true, {}, funcs);
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let m2 = await checkTaskWithHeroes(roleId, TASK_TYPE.HERO_QUALITY, heroes, funcs);
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let m3 = await checkTaskWithHeroes(roleId, TASK_TYPE.HERO_QUALITY_STAR_UP, heroes, funcs);
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let m4 = await checkTaskWithHeroes(roleId, TASK_TYPE.HERO_LV, heroes, funcs);
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let taskPushMessage = m1.concat(m2, m3, m4);
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//成长任务
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await accomplishTask(roleId, TASK_TYPE.HERO_NUM, heroNum)
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return { role, figureInfo, heroes, calHeroResults, calAllHeroResults, taskPushMessage }
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}
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export function transPiece(hid: number) {
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let dicHero = gameData.hero.get(hid);
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let count = gameData.heroTransPiece.get(dicHero.quality);
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return { pieceId: dicHero.pieceId, count }
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} |