Files
ZYZ/game-server/app/servers/activity/handler/treasureHuntHandler.ts
2021-06-03 15:55:40 +08:00

273 lines
12 KiB
TypeScript

import { Application, BackendSession } from 'pinus';
import { resResult } from '../../../pubUtils/util';
import { STATUS, } from '../../../consts';
import { getPlayerTreasureHuntData, getTreasureHuntData, getPlayerTreasureHuntShopData, getPlayerTreasureHuntTaskData, getPlayerTreasureHuntTreasureShopData, getPlayerTreasureHuntChallengeData, getPlayerTreasureHuntFirstPageData } from '../../../services/treasureHuntService';
import { ActivityTreasureHuntShopModel } from '../../../db/ActivityTreasureHuntShop';
import { ActivityTreasureHuntTaskModel } from '../../../db/ActivityTreasureHuntTask';
import { handleCost } from '../../../services/rewardService';
import { addReward, stringToConsumeParam, stringToRewardParam } from '../../../services/giftPackageService';
import { RewardParam } from '../../../domain/activityField/rewardField';
import { ActivityTreasureHuntTreasureShopModel } from '../../../db/ActivityTreasureHuntTreasureShop';
import { ActivityTreasureHuntFirstPageModel } from '../../../db/ActivityTreasureHuntFirstPage';
export default function (app: Application) {
return new TreasureHuntHandler(app);
}
export class TreasureHuntHandler {
constructor(private app: Application) {
}
/************************寻宝骑兵活动****************************/
/**
* 每日物资:商店
寻宝备战:完成任务获得奖励,(奖品达到一定数量后开启 “寻宝大冒险”)
寻宝大冒险:完成战棋关卡获得奖励
天子宝库:物品兑换奖励
* @description 获取寻宝骑兵活动的数据
* @param {BackendSession} session
* @memberof TreasureHuntHandler
*/
async getTreasureHuntActivity(msg: { activityId: number }, session: BackendSession) {
const { activityId } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
let { huntActivityId, huntBeginTime, huntEndTime, huntRoundIndex, activityData } = await getTreasureHuntData(serverId);
if (!activityData) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
let playerData = await getPlayerTreasureHuntData(activityId, serverId, roleId, huntRoundIndex, huntBeginTime, huntEndTime);
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
return resResult(STATUS.SUCCESS, playerData);
}
/**
* @description 寻宝骑兵获取首页的奖励
* @param {BackendSession} session
* @memberof TreasureHuntHandler
*/
async getFirstPageReward(msg: { activityId: number }, session: BackendSession) {
const { activityId } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
const sid = session.get('sid');
const roleName = session.get('roleName');
const funcs: number[] = session.get('funcs');
let { huntActivityId, huntBeginTime, huntEndTime, huntRoundIndex, activityData } = await getTreasureHuntData(serverId);
if (!activityData) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
if (activityId !== huntActivityId) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
let playerData = await getPlayerTreasureHuntFirstPageData(activityId, serverId, roleId, huntRoundIndex, huntBeginTime, huntEndTime,);
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
if (playerData.firstPage.isReceive) {
return resResult(STATUS.ACTIVITY_REWARDED);
}
//添加领取记录
await ActivityTreasureHuntFirstPageModel.receiveReward(serverId, activityId, roleId, huntRoundIndex);
let rewardParamArr: Array<RewardParam> = stringToRewardParam(playerData.firstPage.reward);
let result = await addReward(roleId, roleName, sid, serverId, funcs, rewardParamArr)
playerData.firstPage.isReceive = true;
return resResult(STATUS.SUCCESS, Object.assign(result, {
param: { activityId },
item: playerData.firstPage,
}));
}
/**
* @description 寻宝骑兵购买每日商店中的商品
* @param {BackendSession} session
* @memberof TreasureHuntHandler
*/
async buyGoods(msg: { activityId: number, cellIndex: number }, session: BackendSession) {
const { activityId, cellIndex } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
const sid = session.get('sid');
const roleName = session.get('roleName');
const funcs: number[] = session.get('funcs');
let { huntActivityId, huntBeginTime, huntEndTime, huntRoundIndex, activityData } = await getTreasureHuntData(serverId);
if (!activityData) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
if (activityId !== huntActivityId) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
let playerData = await getPlayerTreasureHuntShopData(activityId, serverId, roleId, huntRoundIndex, huntBeginTime, huntEndTime,);
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
let item = playerData.shop.getItem(cellIndex);
if (!item) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
if (item.price > 0) {
return resResult(STATUS.ACTIVITY_NEED_PAY, {});
}
if (item.buyCount >= item.countMax) {
return resResult(STATUS.ACTIVITY_MAX_COUNT, {});
}
let consumeStr = item.getConsume();
let consume = stringToConsumeParam(consumeStr)
let resourceResult = await handleCost(roleId, sid, consume);
if (!resourceResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
//添加购买记录
await ActivityTreasureHuntShopModel.buyShopRecord(activityId, roleId, huntRoundIndex, playerData.todayIndex, cellIndex);
let rewardParamArr: Array<RewardParam> = stringToRewardParam(item.reward);
let result = await addReward(roleId, roleName, sid, serverId, funcs, rewardParamArr)
item.buyCount += 1;
return resResult(STATUS.SUCCESS, Object.assign(result, {
param: { activityId, cellIndex },
item: item,
}));
}
/**
* @description 寻宝骑兵获取寻宝备战的任务奖励
* @param {BackendSession} session
* @memberof TreasureHuntHandler
*/
async getTaskReward(msg: { activityId: number, cellIndex: number }, session: BackendSession) {
const { activityId, cellIndex } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
const sid = session.get('sid');
const roleName = session.get('roleName');
const funcs: number[] = session.get('funcs');
let { huntActivityId, huntBeginTime, huntEndTime, huntRoundIndex, activityData } = await getTreasureHuntData(serverId);
if (!activityData) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
if (activityId !== huntActivityId) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
let playerData = await getPlayerTreasureHuntTaskData(activityId, serverId, roleId, huntRoundIndex, huntBeginTime, huntEndTime,);
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
let item = playerData.tasks.getItem(cellIndex);
if (!item) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
if (item.condition > item.totalCount) {
return resResult(STATUS.ACTIVITY_TASK_UNCOMPLETED, {});
}
if (item.isReceive) {
return resResult(STATUS.ACTIVITY_REWARDED, {});
}
//添加购买记录
await ActivityTreasureHuntTaskModel.receiveReward(serverId, activityId, roleId, huntRoundIndex, cellIndex, 1);
let rewardParamArr: Array<RewardParam> = stringToRewardParam(item.reward);
let result = await addReward(roleId, roleName, sid, serverId, funcs, rewardParamArr)
item.isReceive = true;
return resResult(STATUS.SUCCESS, Object.assign(result, {
param: { activityId, cellIndex },
item: item,
}));
}
/**
* @description 寻宝骑兵寻宝大冒险挑战
* @param {BackendSession} session
* @memberof TreasureHuntHandler
*/
async challenge(msg: { activityId: number }, session: BackendSession) {
const { activityId } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
const sid = session.get('sid');
const roleName = session.get('roleName');
const funcs: number[] = session.get('funcs');
let { huntActivityId, huntBeginTime, huntEndTime, huntRoundIndex, activityData } = await getTreasureHuntData(serverId);
if (!activityData) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
if (activityId !== huntActivityId) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
let playerData = await getPlayerTreasureHuntChallengeData(activityId, serverId, roleId, huntRoundIndex, huntBeginTime, huntEndTime,);
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
let challengeData = playerData.challenge;
//消耗资源
let consumeStr = challengeData.consume;
let consume = stringToConsumeParam(consumeStr)
let resourceResult = await handleCost(roleId, sid, consume);
if (!resourceResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let warId = playerData.challenge.randomGK();
return resResult(STATUS.SUCCESS, Object.assign({ warId }, {
param: { activityId },
}));
}
/**
* @description 寻宝骑兵购买天子宝库商店中的商品
* @param {BackendSession} session
* @memberof TreasureHuntHandler
*/
async buyTreasureShopGoods(msg: { activityId: number, cellIndex: number }, session: BackendSession) {
const { activityId, cellIndex } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
const sid = session.get('sid');
const roleName = session.get('roleName');
const funcs: number[] = session.get('funcs');
let { huntActivityId, huntBeginTime, huntEndTime, huntRoundIndex, activityData } = await getTreasureHuntData(serverId);
if (!activityData) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
if (activityId !== huntActivityId) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
let playerData = await getPlayerTreasureHuntTreasureShopData(activityId, serverId, roleId, huntRoundIndex, huntBeginTime, huntEndTime,);
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
let item = playerData.treasureShop.getItem(cellIndex);
if (!item) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
if (item.buyCount >= item.countMax) {
return resResult(STATUS.ACTIVITY_MAX_COUNT, {});
}
let consumeStr = item.consume;
let consume = stringToConsumeParam(consumeStr)
let resourceResult = await handleCost(roleId, sid, consume);
if (!resourceResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
//添加购买记录
await ActivityTreasureHuntTreasureShopModel.addRecord(activityId, roleId, huntRoundIndex, cellIndex);
let rewardParamArr: Array<RewardParam> = stringToRewardParam(item.reward);
let result = await addReward(roleId, roleName, sid, serverId, funcs, rewardParamArr)
item.buyCount += 1;
return resResult(STATUS.SUCCESS, Object.assign(result, {
param: { activityId, cellIndex },
item: item,
}));
}
}