519 lines
21 KiB
TypeScript
519 lines
21 KiB
TypeScript
import { ITID, CONSUME_TYPE, ITEM_TABLE, REDIS_KEY, TASK_TYPE, CURRENCY, CURRENCY_TYPE, MAIL_TYPE, HANDLE_REWARD_TYPE, HERO_SYSTEM_TYPE, CURRENCY_BY_TYPE } from './../consts';
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import { EquipModel, EquipType } from './../db/Equip';
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import { getRandSingleEelm, resResult } from '../pubUtils/util';
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import { RoleModel, RoleType } from '../db/Role';
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import { setAp } from './actionPointService';
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import { pushCalPlayerCe, pushCalAllHeroCe, calPlayerCeAndSave } from './playerCeService';
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import { ItemModel, ItemType } from '../db/Item';
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import { STATUS } from '../consts/statusCode';
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import { pinus } from 'pinus';
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import { addEquips, addBags, addSkin, addFigure, unlockFigure as pubUnlockFigure, transPiece, getGoldObject, getCoinObject, getApObject } from '../pubUtils/itemUtils';
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import { ItemInter, RewardInter, } from '../pubUtils/interface';
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import { gameData } from '../pubUtils/data';
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import { uniq } from 'underscore';
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import { HeroModel, HeroType, HeroUpdate } from '../db/Hero';
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import { Figure } from '../domain/dbGeneral';
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import { Rank } from './rankService';
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import { checkActivityTask, checkTaskWithHero, pushActivityUpdate, pushTaskUpdate } from './taskService';
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import { CreateHeroParam } from '../domain/roleField/hero';
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import { HeroSkin } from '../db/Hero';
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import { errlogger } from '../util/logger';
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import { BAG } from '../pubUtils/dicParam';
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import { sendMailByContent } from './mailService';
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import { calEquipSeids } from '../pubUtils/playerCe';
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import { CreateHeroes } from '../pubUtils/roleUtil';
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import { SkinUpdate } from '../db/Skin';
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import { getInitHeroById } from './roleService';
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import { getActivities } from './activity/activityService';
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export class CheckMeterial {
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private roleId: string;
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private itemsIndb: Map<number, number> = new Map(); // 玩家已有的东西
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private consumes: ItemInter[] = []; // 消耗,正向数
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private goldId = CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD);
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private coinId = CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN);
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constructor(roleId: string, role?: RoleType, items?: ItemType[]) {
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this.roleId = roleId;
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if(role) {
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this.itemsIndb.set(this.goldId, role.gold);
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this.itemsIndb.set(this.coinId, role.coin);
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}
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if(items && items.length) {
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for(let {id, count} of items) {
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this.itemsIndb.set(id, count);
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}
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}
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}
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public async decrease(goods: {id: number, count: number}[]) {
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let { items, gold, coin } = sortItems(goods, HANDLE_REWARD_TYPE.COST);
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let isEnough = true;
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for(let { id, count} of items) {
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if(!this.itemsIndb.has(id)) {
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let item = await ItemModel.findbyRoleAndGidAndCount(this.roleId, id, count);
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if(!item) {
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isEnough = false; break;
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}
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this.itemsIndb.set(id, item.count);
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}
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if(this.itemsIndb.get(id) < count) {
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isEnough = false; break;
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}
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this.itemsIndb.set(id, this.itemsIndb.get(id) - count);
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}
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if(gold.length > 0) {
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if(!this.itemsIndb.has(this.goldId)) {
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let role = await RoleModel.findByRoleId(this.roleId, 'gold coin');
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this.itemsIndb.set(this.goldId, role.gold);
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this.itemsIndb.set(this.coinId, role.coin);
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}
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let goldCost = gold.reduce((pre, cur) => { return pre + cur.count }, 0);
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if(this.itemsIndb.get(this.goldId) < goldCost) isEnough = false;
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}
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if(isEnough && coin.length > 0) {
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if(!this.itemsIndb.has(this.coinId)) {
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let role = await RoleModel.findByRoleId(this.roleId, 'gold coin');
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this.itemsIndb.set(this.goldId, role.gold);
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this.itemsIndb.set(this.coinId, role.coin);
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}
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let coinCost = coin.reduce((pre, cur) => pre + cur, 0);
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if(this.itemsIndb.get(this.coinId) < coinCost) isEnough = false;
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}
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if(isEnough) this.consumes.push(...goods);
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return isEnough;
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}
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public getConsume() {
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return this.consumes;
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}
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}
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export async function handleCost(roleId: string, sid: string, goods: Array<ItemInter>) {
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let uids = [{ uid: roleId, sid }];
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let { items, equips, gold, coin } = sortItems(goods, HANDLE_REWARD_TYPE.COST);
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let equipSeqIds = equips.map(cur => cur.seqId);
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let resEquips: EquipType[] = [];
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// 检查货币是否充足
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let role = await RoleModel.findByRoleId(roleId);
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if (gold.length > 0 || coin.length > 0) {
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let { gold: originGold, coin: originCoin } = role;
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for(let {count} of gold) { originGold -= count };
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for(let count of coin) { originCoin -= count };
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if(originGold < 0 || originCoin < 0) return false;
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}
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//检查装备是否存在
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if (equips.length > 0) {
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resEquips = await EquipModel.getEquips(roleId, equipSeqIds);
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if (resEquips.length < equips.length)
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return false;
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}
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//检查并修改道具
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if (items.length > 0) {
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let { hasError, result } = await ItemModel.decreaseItems(roleId, items);
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if (hasError) return false;
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pinus.app.get('channelService').pushMessageByUids('onItemUpdate', resResult(STATUS.SUCCESS, { goods: result }), uids);
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}
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//删除装备
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if (resEquips.length > 0) {
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let heroMap = new Map<number, { hero: HeroType, equips: EquipType[]}>();
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for(let equip of resEquips) {
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if(equip.hid > 0) {
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if(!heroMap.has(equip.hid)) {
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let hero = await HeroModel.findByHidAndRoleWithEquip(equip.hid, roleId);
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heroMap.set(equip.hid, { hero, equips: [] });
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}
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heroMap.get(equip.hid).equips.push(equip);
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}
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}
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for(let [_hid, {hero, equips} ] of heroMap) {
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let args = calEquipSeids(hero);
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for(let equip of equips) {
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hero = await HeroModel.removeEquip(roleId, hero.hid, equip.ePlaceId, equip._id);
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}
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, args);
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await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_BY_HERO, hero, [-1]);
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}
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await EquipModel.deleteEquips(roleId, equipSeqIds);
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pinus.app.get('channelService').pushMessageByUids('onEquipDel', resResult(STATUS.SUCCESS, { equips: equipSeqIds }), uids);
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}
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//消耗玩家货币
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if (gold.length > 0 || coin.length > 0) {
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let costCoin = coin.reduce((pre, cur) => pre + cur, 0);
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role = await RoleModel.decreaseGoldAndCoin(roleId, gold, costCoin);
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pinus.app.get('channelService').pushMessageByUids('onPlayerDataChange', resResult(STATUS.SUCCESS, {
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gold: role.gold, coin: role.coin
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}), uids);
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}
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return true;
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}
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// TODO: sid 在方法内部获取,且不一定存在
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export async function addItems(roleId: string, roleName: string, sid: string, goods: Array<ItemInter>) {
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let uids = [{ uid: roleId, sid }];
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let { items, equips, gold, coin, ap, skins, figures } = sortItems(goods, HANDLE_REWARD_TYPE.RECEIVE);
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let showItems: { id: number, seqId?: number, count: number, isBag?: boolean }[] = [];
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let role = await RoleModel.findByRoleId(roleId);
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// 1. 装备处理
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if(equips.length > 0) {
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let { equipCount = 0 } = role;
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let incEquips = equips, mailEquips: { id?: number, hid?: number, seqId?: number }[] = [];
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if(equips.length + equipCount > BAG.BAG_EQUIP_UPLIMITED) { // 装备上限
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let inc = BAG.BAG_EQUIP_UPLIMITED - equipCount;
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if(inc < 0) inc = 0;
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incEquips = equips.slice(0, inc);
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mailEquips = equips.slice(inc);
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}
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// 直接加的
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let { equips: equipInfos, pushMessages } = await addEquips(roleId, roleName, <{id: number, hid?: number}[]>incEquips);
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for (let equip of equipInfos) {
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showItems.push({ seqId: equip.seqId, id: equip.id, count: 1, isBag: true });
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}
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for(let equip of combineItems(mailEquips)) {
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showItems.push({ id: equip.id, count: equip.count, isBag: false });
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}
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//装备推送
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if (!!equipInfos.length)
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pinus.app.get('channelService').pushMessageByUids('onEquipAdd', resResult(STATUS.SUCCESS, { equipInfos }), uids);
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pushTaskUpdate(roleId, sid, pushMessages);
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//统计装备
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if (equipInfos.length > 0) {
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let { serverId } = await RoleModel.findByRoleId(roleId);
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await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_QUALITY_COUNT, equipInfos.length, { equips: equipInfos.map(obj => { return { quality: obj.quality } }) })
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}
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// 发邮件的
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if(mailEquips.length > 0) {
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await sendMailByContent(MAIL_TYPE.EQUIP_OVER, roleId, { goods: combineItems(mailEquips) });
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}
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}
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// 2. 道具处理
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if(items.length > 0) {
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let { items: itemInfos } = await addBags(roleId, roleName, items);
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for (let item of items) {
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showItems.push({ id: item.id, count: item.count });
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}
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//背包除去装备推送
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if (!!itemInfos.length)
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pinus.app.get('channelService').pushMessageByUids('onItemUpdate', resResult(STATUS.SUCCESS, { goods: itemInfos }), uids);
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}
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// 3. 货币推送
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if(gold.length > 0 || coin.length > 0 || ap > 0) {
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let { ap: addAp } = await setAp(roleId, role.lv, ap, sid);
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let incCoin = coin.reduce((pre, cur) => pre + cur, 0);
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role = await RoleModel.increaseGoldAndCoin(roleId, gold, incCoin);
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pinus.app.get('channelService').pushMessageByUids('onPlayerDataChange', resResult(STATUS.SUCCESS, {
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gold: role.gold, coin: role.coin, ap: addAp
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}), uids);
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if(gold.length > 0) {
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gold.forEach(({ count }) => {
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showItems.push(getGoldObject(count));
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});
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}
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if(coin.length > 0) {
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coin.forEach(count => {
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showItems.push(getCoinObject(count));
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});
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}
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if(ap > 0) {
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showItems.push(getApObject(ap));
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}
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}
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// 4. 皮肤处理
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let figureInfos:{ heads: Figure[], frames: Figure[], spines: Figure[] }[] = []; // 头像变化推送信息
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if(skins.length > 0) {
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let heroskins: {skins: HeroSkin[], hid: number}[] = []; // 皮肤推送信息
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let skinInfos: {id: number, hid: number }[] = [];
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let calAllHeroResult = undefined; // 全局战力变化推送
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for (let skinId of skins) {//皮肤推送
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let result = await addSkin(roleId, roleName, skinId, false);
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if (!!result) {
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showItems.push({ id: skinId, count: 1 });
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figureInfos.push(result.figureInfo);
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if(result.hero) {
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heroskins.push({ skins: result.hero.skins, hid: result.hero.hid });
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if(result.calAllHeroResult) calAllHeroResult = result.calAllHeroResult;
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}
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skinInfos.push({ id: skinId, hid: result.hero?.hid||0 })
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}
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}
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if (!!skinInfos.length) {
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pushHeroSkinMsg(heroskins, skinInfos, uids); // 推送onHeroSkinChange
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}
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// 推送全局加成信息
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if(calAllHeroResult) await pushCalAllHeroCe(roleId, sid, calAllHeroResult);
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}
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// 5. 获得头像和相框等
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if(figures.length > 0) {
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let figureInfo = await addFigure(roleId, figures);
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if(figureInfo) figureInfos.push(figureInfo);
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for (let id of figures) {//皮肤推送
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showItems.push({ id, count: 1 });
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}
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}
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// 获得头像或相框或形象推送
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if(!!figureInfos && figureInfos.length > 0) {
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for(let figureInfo of figureInfos) {
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pinus.app.get('channelService').pushMessageByUids('onHeadChange', resResult(STATUS.SUCCESS, { ...figureInfo }), uids);
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}
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}
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return showItems;
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}
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export function combineItems(items: { id?: number, count?: number }[]) {
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let result: { id: number, count: number }[] = [];
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for(let { id, count = 1 } of items) {
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let index = result.findIndex(cur => cur.id == id);
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if(index == -1) {
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result.push({ id, count });
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} else {
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result[index].count += count;
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}
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}
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return result;
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}
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function sortItems(goods: ItemInter[], handleType: HANDLE_REWARD_TYPE) {
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let items: { id: number, count: number }[] = []; // 可叠加道具
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let equips: { seqId?: number, id?: number, hid?: number }[] = []; // 不可叠加装备
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let gold: { count: number, isPay: boolean }[] = []; // 金币
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let coin: number[] = [];
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let ap: number = 0;
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let skins: number[] = [];
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let figures: number[] = [];
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for(let good of goods) {
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if(good.count == 0) continue;
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let dicGood = gameData.goods.get(good.id);
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if(!dicGood) {
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errlogger.error(`物品 ${good.id} 未配置`);
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continue;
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}
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let dicItid = ITID.get(dicGood.itid);
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if(!dicItid) {
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errlogger.error(`itid ${dicGood.itid} 未配置`);
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continue;
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}
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let { type, table, isCurrency } = dicItid;
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if(table == ITEM_TABLE.EQUIP) { // 装备
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if(handleType == HANDLE_REWARD_TYPE.RECEIVE) {
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for(let i = 0; i < good.count; i++) {
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equips.push({ id: good.id, hid: good.hid })
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}
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} else {
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if(!!good.seqId) {
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equips.push({ seqId: good.seqId });
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}
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}
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} else if (table == ITEM_TABLE.ITEM) { // 可叠加道具
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let index = items.findIndex(cur => cur.id == good.id);
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if(index > 0) {
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items[index].count += good.count;
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} else {
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items.push({ id: good.id, count: good.count });
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}
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} else if (table == ITEM_TABLE.SKIN) { // 皮肤,不可重复获得,不可删
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if(handleType == HANDLE_REWARD_TYPE.RECEIVE) {
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let index = skins.indexOf(good.id);
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if (index == -1) {
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skins.push(good.id);
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}
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}
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} else if (table == ITEM_TABLE.ROLE) {
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if(isCurrency) { // 3种货币
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let dicCurrency = CURRENCY.get(good.id);
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if(dicCurrency) {
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if(dicCurrency.type == CURRENCY_TYPE.GOLD) { // 金币,区分付费和免费,默认免费
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let index = gold.findIndex(cur => cur.isPay == !!good.isPay);
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if(index > 0) {
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gold[index].count += good.count;
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} else {
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gold.push({ count: good.count, isPay: !!good.isPay });
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}
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} else if (dicCurrency.type == CURRENCY_TYPE.COIN) { // 铜钱
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coin.push(good.count);
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} else if (dicCurrency.type == CURRENCY_TYPE.ACTION_POINT) { // 体力
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ap += good.count;
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}
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}
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} else {
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if (type == CONSUME_TYPE.HEAD || type == CONSUME_TYPE.FRAME || type == CONSUME_TYPE.SPINE) { // 头像等,不可重复获得,不可删
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let index = figures.indexOf(good.id);
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if (index == -1) {
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figures.push(good.id);
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}
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}
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}
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}
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}
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return { items, equips, gold, coin, ap, skins, figures }
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}
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export async function decreaseItems(roleId: string, sid: string, bags: Array<{ id: number, count: number, ratio?: number }>) {
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let uids = [{ uid: roleId, sid }];
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if (bags.length > 0) {
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let { hasError, result } = await ItemModel.decreaseItems(roleId, bags);
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if (hasError) return true;
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pinus.app.get('channelService').pushMessageByUids('onItemUpdate', resResult(STATUS.SUCCESS, { goods: result }), uids);
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}
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return false;
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}
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export async function checkGoods(roleId: string, goodIds: Array<number>) {
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let equipIds: Array<number> = [];
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let itemIds: Array<number> = [];
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let hids: Array<number> = [];
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goodIds = uniq(goodIds);
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for (let goodId of goodIds) {
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let goodInfo = gameData.goods.get(goodId);
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if (!!goodInfo) {
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let { table } = ITID.get(goodInfo.itid);
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if (table == ITEM_TABLE.EQUIP) {
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equipIds.push(goodId);
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} else if (table == ITEM_TABLE.ITEM) {
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itemIds.push(goodId);
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}
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}
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}
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//检查装备是否存在
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if (!!equipIds.length) {
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let resEquips = await EquipModel.getEquipsByIds(roleId, equipIds);
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resEquips = uniq(resEquips, function (resEquip) {
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return resEquip.id;
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});
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if (resEquips.length < equipIds.length)
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return false;
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}
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//检查并修改道具
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if (itemIds.length > 0) {
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let items = await ItemModel.findbyRoleAndIds(roleId, itemIds);
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if (items.length < itemIds.length)
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return false;
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}
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return true;
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}
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export async function checkHeroes(roleId: string, hids: number[]) {
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if (!!hids.length) {
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let heros = await HeroModel.findByHidRange(hids, roleId);
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if (heros.length < hids.length)
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return false;
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}
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return true
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}
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export async function unlockFigure(sid: string, roleId: string, conditions: { type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number }[], role?: RoleType) {
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let figureInfo = await pubUnlockFigure(roleId, conditions, role);
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await pushFigureUpdate(roleId, sid, figureInfo);
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}
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export async function pushFigureUpdate(roleId: string, sid: string, figureInfo: { heads: Figure[], frames: Figure[], spines: Figure[] }) {
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if (!!figureInfo && (figureInfo.heads.length > 0 || figureInfo.frames.length > 0 || figureInfo.spines.length > 0)) {
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let uids = [{ uid: roleId, sid }];
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pinus.app.get('channelService').pushMessageByUids('onHeadChange', resResult(STATUS.SUCCESS, { ...figureInfo }), uids);
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}
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}
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/**
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* 创建多个武将
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* @param roleId
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* @param sid
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* @param serverId
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* @param heroInfo
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*/
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export async function createHeroes(roleId: string, roleName: string, sid: string, serverId: number, heroInfo: CreateHeroParam[]) {
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let hids = heroInfo.map(cur => cur.hid);
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let userHeroesMap = await HeroModel.findMapByHidRange(hids, roleId);
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let infos: Map<number, { heroInfo: HeroUpdate, skinInfo: SkinUpdate }> = new Map(), pieces: ItemInter[] = [];
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for (let h of heroInfo) {
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let heroCount = h.count || 1;
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if (userHeroesMap.has(h.hid)) {
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let { pieceId, count } = transPiece(h.hid);
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pieces.push({ id: pieceId, count: count * heroCount });
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} else {
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let initInfo: { heroInfo: HeroUpdate, skinInfo: SkinUpdate };
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if(pinus.app.getServerType() == 'role') {
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initInfo = getInitHeroById(h.hid);
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} else {
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let roleServers = pinus.app.getServersByType('role');
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let server = getRandSingleEelm(roleServers);
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initInfo = await pinus.app.rpc.role.roleRemote.getInitHeroById.toServer(server.id, h.hid);
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}
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infos.set(h.hid, initInfo);
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userHeroesMap.set(h.hid, null);
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if (heroCount > 1) {
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let { pieceId, count } = transPiece(h.hid);
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pieces.push({ id: pieceId, count: count * (heroCount - 1) });
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}
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}
|
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}
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|
|
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let resultHeroes: HeroType[] = [], resultItems: RewardInter[] = [];
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if (infos.size > 0) {
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let createHero = new CreateHeroes(roleId, roleName, serverId);
|
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await createHero.createWithHeroInfo(infos);
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|
await createHero.clearTask(await getActivities())
|
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await createHero.pushMessage(pinus, sid);
|
|
await createHero.updateRedisRank(Rank);
|
|
resultHeroes = createHero.getResultHeroes();
|
|
}
|
|
|
|
if (pieces.length > 0) {
|
|
let goods = await addItems(roleId, roleName, sid, pieces);
|
|
resultItems = goods;
|
|
}
|
|
return { heroes: resultHeroes, goods: resultItems }
|
|
}
|
|
|
|
export async function createHero(roleId: string, roleName: string, sid: string, serverId: number, heroInfo: CreateHeroParam) {
|
|
let result = await createHeroes(roleId, roleName, sid, serverId, [heroInfo]);
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* 皮肤数据变化去重、推送
|
|
* @param heroskins 推送的皮肤
|
|
* @param uids 玩家
|
|
*/
|
|
function pushHeroSkinMsg(heroskins: {skins: HeroSkin[], hid: number}[], skinInfos: {id: number, hid: number }[], uids: {uid: string, sid: string}[]) {
|
|
let pushSkinInfos: {skins: HeroSkin[], hid: number}[] = []; // 可能会有重复的
|
|
for(let { skins, hid } of heroskins) {
|
|
let index = pushSkinInfos.findIndex(cur => cur.hid == hid);
|
|
if(index == -1) {
|
|
pushSkinInfos.push({skins, hid});
|
|
} else {
|
|
if(skins.length > pushSkinInfos[index].skins.length) {
|
|
pushSkinInfos[index] = {skins, hid};
|
|
}
|
|
}
|
|
}
|
|
if(pushSkinInfos.length > 0 || skinInfos.length > 0) {
|
|
pinus.app.get('channelService').pushMessageByUids('onHeroSkinChange', resResult(STATUS.SUCCESS, { heros: heroskins, skins: skinInfos }), uids);
|
|
}
|
|
} |