炼器堂,练兵场,事件开启,redlock注释

This commit is contained in:
mamengke01
2021-02-24 15:13:46 +08:00
parent dd995e67eb
commit 0e933d1ec4
14 changed files with 157 additions and 85 deletions

View File

@@ -23,7 +23,11 @@ export class GuildRefineHandler {
constructor(private app: Application) {
}
/**
* 获得科技树信息
* @param msg
* @param session
*/
async getRefine(msg: {}, session: BackendSession) {
const roleId = session.get('roleId');
let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode');
@@ -36,7 +40,11 @@ export class GuildRefineHandler {
}
return resResult(STATUS.SUCCESS, { scienceTrees: guildRefine.scienceTrees });
}
/**
* 炼器
* @param msg
* @param session
*/
async refineEquip(msg: {pid: number}, session: BackendSession) {
let { pid } = msg;
const roleId: string = session.get('roleId');
@@ -50,6 +58,7 @@ export class GuildRefineHandler {
let { scienceTrees } = await GuildRefineModel.getRefine(code);
let findDevelopConsume;
//判断是否可以炼该兵器
for (let scienceTree of scienceTrees) {
if (scienceTree.endTime < nowSeconds()) {
let developConsume = getArmyDevelopConsumeById(scienceTree.id);
@@ -67,7 +76,11 @@ export class GuildRefineHandler {
let goods = await addItems(roleId, roleName, sid, [{id: pid, count: 1}]);
return resResult(STATUS.SUCCESS, { goods });
}
/**
* 点亮科技树
* @param msg
* @param session
*/
async lightUpTree(msg: {id: number}, session: BackendSession) {
let { id } = msg;
const roleId: string = session.get('roleId');
@@ -87,23 +100,25 @@ export class GuildRefineHandler {
let guildRefine = await GuildRefineModel.getRefine(code);
let nowTime = nowSeconds();
for (let scienceTree of guildRefine.scienceTrees) {
if (scienceTree.id == id) {
if (scienceTree.id == id) {//检查是否点亮过
res.releaseCallback();
return resResult(STATUS.GUILD_LIGHT_UP_THE_SCIENCETREE);
}
if (scienceTree.endTime > nowTime) {
res.releaseCallback();
return resResult(STATUS.GUILD_SCIENCETREE_IS_RUNNING);
return resResult(STATUS.GUILD_SCIENCETREE_IS_RUNNING);//检查是否有在进行的科技研发,若在研发,不允许研发其他科技树
}
}
for (let prePosition of developConsume.prePositions) {
let scienceTree = findWhere(guildRefine.scienceTrees, {id: prePosition});
if (!scienceTree||scienceTree.endTime > nowTime) {
res.releaseCallback();
return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT);
return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT);//前置科技树未点亮
}
}
//点亮消耗
const costResult = await GuildModel.costFund(code, developConsume.fundConsume);
if(!costResult) {
res.releaseCallback();
@@ -114,7 +129,11 @@ export class GuildRefineHandler {
res.releaseCallback();
return resResult(STATUS.SUCCESS, { scienceTrees });
}
/**
* 协助点亮科技树
* @param msg
* @param session
*/
async assistRefine(msg: {id: number}, session: BackendSession) {
let { id } = msg;
const roleId: string = session.get('roleId');
@@ -137,11 +156,11 @@ export class GuildRefineHandler {
let scienceTree = guildRefine.scienceTrees[index];
if (scienceTree.assistRoleIds.indexOf(roleId) != -1) {
res.releaseCallback();
return resResult(STATUS.GUILD_IS_ASSISTED_SCIENCETREE);
return resResult(STATUS.GUILD_IS_ASSISTED_SCIENCETREE); //玩家已经协助过
}
if (scienceTree.assistRoleIds.length >= ARMY.ARMY_DEVELOPMENT_SPEEDTMES) {
res.releaseCallback();
return resResult(STATUS.GUILD_REACH_MAX_ASSIST_COUNT);
return resResult(STATUS.GUILD_REACH_MAX_ASSIST_COUNT); //协助的人数已经达到最大
}
let result = await handleCost(roleId, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count: ARMY.ARMY_DEVELOPMENT_SPEEDCOST}]);
if (!result) {

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@@ -64,7 +64,7 @@ export class GuildTrainHandler {
trainReports.map(({ reports: resReports, trainId: resTrainId})=>{
if (resTrainId != trainId) {
let lenNum = resReports.length;
resReports = resReports.splice(lenNum - GUILD_REPORT_NUM - 1, GUILD_REPORT_NUM);
resReports = resReports.splice(lenNum - GUILD_REPORT_NUM - 1, GUILD_REPORT_NUM);//获得上场的战报的信息与本次战报合并
}
reports.push(...resReports);
});
@@ -79,7 +79,7 @@ export class GuildTrainHandler {
if (!userGuild)
return resResult(STATUS.WRONG_PARMS);
const { guildCode: code } = userGuild;
let guildTrains = await GuildTrainModel.findGuildTrain(code);
let guildTrains = await GuildTrainModel.findGuildTrain(code);//获得未失效的宝箱奖励
let resTrainBoxs = [];
guildTrains.forEach(({trainInstances, trainId}) =>{
let { trainInstances: instances } = getArmyTrainJuDian(trainId);
@@ -101,7 +101,11 @@ export class GuildTrainHandler {
})
return resResult(STATUS.SUCCESS, {trainBoxRewards: resTrainBoxs});
}
/**
* 挑战练兵副本
* @param msg
* @param session
*/
async trainBattleStart(msg: { hid: number, trainId: number, difficulty: number }, session: BackendSession) {
const { hid, difficulty, trainId } = msg;
const roleId = session.get('roleId');
@@ -139,7 +143,11 @@ export class GuildTrainHandler {
}, true);
return resResult(STATUS.SUCCESS, { battleCode });
}
/**
* 战斗结算
* @param msg
* @param session
*/
async trainBattleEnd(msg: { battleCode: string, isSuccess: boolean}, session: BackendSession) {
const { battleCode, isSuccess } = msg;
const roleId: string = session.get('roleId');
@@ -160,14 +168,14 @@ export class GuildTrainHandler {
}
if (time < getCurHourPoint(REFRESH_HOUR) && nowSeconds() > getCurHourPoint(REFRESH_HOUR)) {
return resResult(STATUS.GUILD_TRAIN_IS_RESETED);//关卡已经重置
return resResult(STATUS.GUILD_TRAIN_IS_RESETED);//重置前进入战斗,重置后回调该接口
}
if (time > getHourPoint(REFRESH_HOUR)) {
userGuild = await UserGuildModel.updateInfo(roleId, {}, { trainCount: -1 });
userGuild = await UserGuildModel.updateInfo(roleId, {}, { trainCount: -1 });//扣除一次挑战次数
}
await BattleRecordModel.updateBattleRecordByCode(battleCode, {
$set: { status: isSuccess?1:2 }
}, true);
}, true);//设置战斗状态
let trainId = battleRecord.record.trainId;
let hid = battleRecord.record.hid;
@@ -187,31 +195,32 @@ export class GuildTrainHandler {
let { trainInstances, soloRewardRatio } = getArmyTrainJuDian(trainId);
let instance = findWhere(trainInstances, { hid });
if (!instance) {
if (!instance) {//校验是否存在该关卡
res.releaseCallback();//解锁
return resResult(STATUS.WRONG_PARMS);
}
let trainSoloReward = getTrainSoloReward(battleRecord.record.difficulty);
if (!trainSoloReward) {
if (!trainSoloReward) {//获得个人奖励信息
res.releaseCallback();//解锁
return resResult(STATUS.WRONG_PARMS);
}
let addScore = Math.floor((isSuccess?trainSoloReward.winScore:trainSoloReward.failScore));
let addScore = Math.floor((isSuccess?trainSoloReward.winScore:trainSoloReward.failScore));//个人获得积分,也是压制进度
//个人功勋奖励
let goods = await addItems(roleId, roleName, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.HONOUR), count: (isSuccess?trainSoloReward.failHonour:trainSoloReward.failHonour) * (soloRewardRatio + 100 ) / 100}]);
//是否压制
let { isComplete, ranks } = guildTrain;
let reports = [];
let index = findIndex(ranks, {roleId});
if (index !== -1) {
ranks[index].score += addScore;
ranks[index].score += addScore;//更新原有的排名信息
} else {
ranks.push({score: addScore, roleId});
ranks.push({score: addScore, roleId});//新增排名
}
let needLockNext = false;
let report = {roleName, trainId, hid, score: addScore, time: nowSeconds(), type: isSuccess?2:1, difficulty: battleRecord.record.difficulty};//1表示普通战报 2表示系统战报即:被成功压制
let report = {roleName, trainId, hid, score: addScore, time: nowSeconds(), type: isSuccess?2:1, difficulty: battleRecord.record.difficulty};//type 1失败 2成功3表示系统战报即:被成功压制
reports.push(report);
if (trainInstance.progress < instance.progress ) {
if (trainInstance.progress + addScore >= instance.progress) {
//压制成功
if (!isComplete) {
isComplete = true;
guildTrain.trainInstances.forEach(({hid: otherHid, progress})=>{
@@ -225,28 +234,35 @@ export class GuildTrainHandler {
}
let progress = instance.progress;
guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete);
if (needLockNext) { //
if (needLockNext) {
//type 1失败 2成功3表示系统战报即被成功压制
reports.push({ type: 3, time:nowSeconds(), score: addScore, roleName, trainId, hid, difficulty: battleRecord.record.difficulty });
guildTrain = await unlockTrain(code, trainId + 1);
}
res.releaseCallback();//解锁
} else {
//压制失败,更新排行榜进度等信息
let progress = trainInstance.progress + addScore;
guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete);
res.releaseCallback();//解锁
}
} else {
//玩家结算前已经完成进度,修改玩家的排名
guildTrain = await GuildTrainModel.updateGuildTrain(code, trainId, { ranks});
res.releaseCallback();//解锁
}
await GuildTrainReportModel.pushGuildTrainReports(code, trainId, reports);
await GuildTrainReportModel.pushGuildTrainReports(code, trainId, reports);//增加战报
let { trainCount, trainRewards } = userGuild;
let result:any = getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards);
let result:any = getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards);//战斗后更新练兵场信息
result.battleGoods = goods;
await addActive(roleId, serverId, GUILD_POINT_WAYS.TRAIN);
return resResult(STATUS.SUCCESS, result);
}
/**
* 领取练兵场宝箱 hid副本idindex:领取位置
* @param msg
* @param session
*/
async getTrainInstanceBox(msg: { trainId: number , hid: number, index: number}, session: BackendSession) {
let { trainId, hid, index } = msg;
const roleId: string = session.get('roleId');
@@ -273,6 +289,7 @@ export class GuildTrainHandler {
}
let trainInstance = findWhere(guildTrain.trainInstances, { hid });
if (trainInstance.endTime < nowSeconds()) {
//宝箱失效
res.releaseCallback();//解锁
return resResult(STATUS.GUILD_TRAIN_BOX_IS_OVER_TIME);
}
@@ -301,7 +318,11 @@ export class GuildTrainHandler {
result.goods = goods;
return resResult(STATUS.SUCCESS, result);
}
/**
* 领取练兵试炼等级奖励
* @param msg
* @param session
*/
async getTrainLvUpRewards(msg: {trainId: number }, session: BackendSession) {
let { trainId } = msg;
const roleId: string = session.get('roleId');

View File

@@ -107,9 +107,9 @@ export class MailHandler {
let mailRewards = await MailModel.findRewardsMails(roleId);
let { mailGoods: goods, mailIds, groupMailIds} = await this.app.rpc.gm.gmRemote.getUseMails.toServer('gm-server-1', serverId, groupMailRewards, mailRewards);
mailGoods = goods;
if (!!groupMailIds.length)
if (!!groupMailIds.length) //领取群体邮件
mails = await GroupMailModel.updateMailStatus(groupMailIds, MAIL_STATUS.RECEIVED, roleId);
if (!!mailIds.length)
if (!!mailIds.length) //领取单个邮件
mails = await MailModel.updateMailStatus(mailIds, MAIL_STATUS.RECEIVED);
}
let resGoods = [];

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@@ -1,10 +1,9 @@
import { BackendSession, FrontendSession, pinus } from "pinus";
import { getGamedata } from "../pubUtils/gamedata";
import { RoleModel } from "../db/Role";
import { resResult } from "../pubUtils/util";
import { STATUS, FUNC_OPT_TYPE } from "../consts";
import { eventOnPlayerLvUp } from '../services/playerEventService';
import { checkesetTrain } from '../services/guildTrainService';
import { checkResetTrain } from '../services/guildTrainService';
import { getUserGuildWithRefActive } from '../services/guildService';
// 开启功能
export async function switchOnFunc(roleId: string, type: number, param: number, session: (BackendSession|FrontendSession)) {
@@ -14,10 +13,10 @@ export async function switchOnFunc(roleId: string, type: number, param: number,
let addFuncs = new Array<number>();
switch (type) {
case FUNC_OPT_TYPE.LEVEL_UP:
case FUNC_OPT_TYPE.LEVEL_UP://等级提升,触发事件
await eventOnPlayerLvUp(roleId, param, addFuncs, dataFuncs);
break;
case FUNC_OPT_TYPE.BATTLE_END:
case FUNC_OPT_TYPE.BATTLE_END://战斗结束,触发事件
//开启奇遇
break;
}
@@ -32,9 +31,13 @@ export async function switchOnFunc(roleId: string, type: number, param: number,
return recs;
}
}
/**
* 登录检查刷新
* @param role
* @param session
*/
export async function chackFunOpenWhenLogin(role: any, session: BackendSession|FrontendSession) {
await switchOnFunc(role.roleId, FUNC_OPT_TYPE.LEVEL_UP, role.lv, session);
await checkesetTrain(role.roleId, role.serverId);
await checkResetTrain(role.roleId, role.serverId);
await getUserGuildWithRefActive(role.roleId, '', true)
}

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@@ -1,10 +1,15 @@
import { getArmyDevelopConsume } from '../pubUtils/data';
import { ScienceTree, GuildRefineModel } from '../db/GuildRefine';
/**
* 开启符合条件的科技树
* @param code
*/
export async function openGuildRefine(code: string) {
let developConsumes = getArmyDevelopConsume();
let scienceTrees = new Array<ScienceTree>();
developConsumes.forEach(developConsume=>{
if (developConsume.fundConsume == 0 && developConsume.timeConsume == 0) {
//无前置条件,无研发时间的科技树直接可以点亮
let scienceTree = new ScienceTree();
scienceTree.id = developConsume.id;
scienceTree.endTime = 0

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@@ -1,7 +1,7 @@
import { UserGuildModel } from '../db/UserGuild';
import { getArmyTrainJuDian, getTrainBaseByLv } from '../pubUtils/data';
import { nowSeconds, getHourPoint } from '../pubUtils/timeUtil';
import { GUILD_REPORT_NUM, REFRESH_HOUR, GUILD_STRUCTURE } from '../consts/constModules/guildConst';
import { REFRESH_HOUR, GUILD_STRUCTURE } from '../consts/constModules/guildConst';
import { GuildTrainType, GuildTrainModel, TrainInstance } from '../db/GuildTrain';
import { GuildModel } from '../db/Guild';
import { findWhere } from 'underscore';
@@ -10,20 +10,23 @@ import { lockData } from './redLockService';
import { pinus } from 'pinus';
import { MailModel, MailType } from '../db/Mail';
import { getRandomByLen, resResult } from '../pubUtils/util';
import { getRedis } from './redisService';
import { STATUS } from '../consts/statusCode';
import { GuildTrainReportModel } from '../db/GuildTrainReport';
import { DATA_NAME } from '../consts/dataName';
import { getMailContent } from './mailService';
import { MAIL_TYPE } from '../consts';
/**
* 获得userGuild并检查是否需要每日重置购买挑战次数和今日挑战次数已经检查是否需要每周重置练兵场
* @param roleId
* @param serverId
*/
export async function getUserGuild(roleId: string, serverId: number) {
let userGuild = await UserGuildModel.getMyGuild(roleId,'trainCount trainTime trainRewards guildCode buyTrainCount');
if (!userGuild)
return;
let { trainCount, trainTime, buyTrainCount, guildCode} = userGuild;
await resetTrain(guildCode, serverId);
if (trainTime < getHourPoint(REFRESH_HOUR)) {
await resetTrain(guildCode, serverId);//检查重置练兵场
if (trainTime < getHourPoint(REFRESH_HOUR)) {//重置挑战次数和购买次数
trainCount = ARMY.ARMY_TRAIN_BUYTIMES;
buyTrainCount = 0;
userGuild = await UserGuildModel.updateInfo(roleId, {trainCount, trainTime: nowSeconds(), buyTrainCount}, {});
@@ -32,25 +35,10 @@ export async function getUserGuild(roleId: string, serverId: number) {
return userGuild;
}
export async function recordUserGuild(roleId: string, code: string) {
let userGuild = await UserGuildModel.getMyGuild(roleId,'trainCount trainTime trainRewards');
if (!userGuild||userGuild.guildCode != code)
return;
let { trainCount, trainTime} = userGuild;
if (trainTime < getHourPoint(REFRESH_HOUR)) {
trainCount = 0;
}
userGuild = await UserGuildModel.updateInfo(roleId, {trainCount, trainTime: nowSeconds()}, {});
return userGuild;
}
export function getGuildTrain (guildTrains, trainCount:number, trainRewards: Array<number>) {
let list = guildTrains.map(({trainId, isComplete})=>{
return ({trainId, isComplete, });
});
return { list, trainCount, trainRewards};
}
/**
* 获得未失效的试炼宝箱奖励
* @param guildTrain
*/
export function getGuildTrainRewards (guildTrain) {
let { trainInstances: instances } = getArmyTrainJuDian(guildTrain.trainId);
let trainBoxs = guildTrain.trainInstances.map(({hid, trainBoxs, endTime})=>{
@@ -62,7 +50,13 @@ export function getGuildTrainRewards (guildTrain) {
})
return { trainBoxs };
}
/**
* 获得练兵场封装信息 练兵场关卡进度,排行榜,挑战次数,和练兵场升级奖励
* @param guildTrain
* @param roleId
* @param trainCount
* @param trainRewards
*/
export function getGuildTrainInfo (guildTrain: GuildTrainType, roleId: string, trainCount:number, trainRewards: Array<number>) {
let { trainId, isComplete, trainInstances, ranks } = guildTrain;
@@ -87,7 +81,11 @@ export function getGuildTrainInfo (guildTrain: GuildTrainType, roleId: string,
return { guildTrain: resGuildTrain, trainCount, trainRewards};
}
/**
* 解锁试炼trainId
* @param code
* @param trainId
*/
export async function unlockTrain(code: string, trainId: number) {
let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
if (!!guildTrain) {
@@ -110,7 +108,11 @@ export async function unlockTrain(code: string, trainId: number) {
return guildTrain;
}
/**
* 重置练兵场
* @param code
* @param serverId
*/
export async function resetTrain(code: string, serverId: number) {
let res:any = await lockData(serverId, DATA_NAME.GUILD, code);//加锁
if (!!res.err)
@@ -118,17 +120,16 @@ export async function resetTrain(code: string, serverId: number) {
let { structure } = await GuildModel.findGuild(code, serverId, 'structure');
let { lv } = findWhere(structure, {id: GUILD_STRUCTURE.TRAIN});
let guild = await GuildModel.resetGuildTrain(code, serverId, lv);
if (!guild) {
res.releaseCallback();//解锁
if (!guild) {//不满足重置条件,结束并解锁
return;
}
res.releaseCallback();//解锁
const userGuildList = await UserGuildModel.getListByGuild(code, 'trainRewards', {});
const guildTrains = await GuildTrainModel.getGuildTrainBoxs(code);
let mails = new Array<MailType>();
let pushMessage = [];
let { shilianRewardRatio } = getTrainBaseByLv(GUILD_STRUCTURE.TRAIN);
//结算未领取的宝箱奖励发送到邮件中
userGuildList.forEach(async function ({roleId, trainRewards}) {
let goods = [];
guildTrains.forEach(guildTrain=>{
@@ -155,14 +156,18 @@ export async function resetTrain(code: string, serverId: number) {
await MailModel.addMails(mails);
pushMessage.forEach(({route, data, uids })=>{
pinus.app.channelService.pushMessageByUids(route, resResult(STATUS.SUCCESS, { mails:data }), uids);
pinus.app.channelService.pushMessageByUids('onGuildTainReset', resResult(STATUS.SUCCESS, {}), uids);
pinus.app.channelService.pushMessageByUids('onGuildTainReset', resResult(STATUS.SUCCESS, {}), uids);//通知在线玩家练兵场重置,
});
await GuildTrainModel.resetGuildTrain(code);
await unlockTrain(code, 1);
await UserGuildModel.resetTrainUserGuild(code);
await GuildTrainModel.resetGuildTrain(code);//将开启的练兵场锁定
await unlockTrain(code, 1);//开启练兵场1级
await UserGuildModel.resetTrainUserGuild(code);//重置玩家的挑战次数和购买挑战次数
}
export async function checkesetTrain(roleId: string, serverId: number) {
/**
* 检查并重置试炼
* @param roleId
* @param serverId
*/
export async function checkResetTrain(roleId: string, serverId: number) {
let userGuild = await UserGuildModel.getMyGuild(roleId,'guildCode');
if (!userGuild)
return;
@@ -177,5 +182,4 @@ export async function checkesetTrain(roleId: string, serverId: number) {
*/
export async function removeTrainRank(guildCode: string, roleId: string, trainId: number) {
await GuildTrainModel.removeTrainRank(guildCode, roleId, trainId);
}

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@@ -3,7 +3,13 @@ import { checkPvp, findPvpDefByRoleId } from '../services/pvpService'
import { getFuncsSwitch } from '../pubUtils/data';
import { FUNCS_ID, FUNC_OPT_TYPE } from '../consts/constModules/sysConst';
import { RoleModel } from '../db/Role';
/**
* 等级提升触发事件
* @param roleId
* @param lv
* @param addFuncs
* @param dataFuncs
*/
export async function eventOnPlayerLvUp(roleId: string, lv: number, addFuncs: Array<number>, dataFuncs: Array<number>) {
if (!dataFuncs.includes(FUNCS_ID.PVP)) {//开启pvp

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@@ -9,18 +9,23 @@ interface UserCache {
var userCacheMap = new Map<string, UserCache>();
export function init() {
scheduleJob("0/5 * * * * *", clearDirtyData, {name:'clearDirtyData'});
scheduleJob("0/5 * * * * *", clearDirtyData, {name:'clearDirtyData'});//每个5秒钟释放redis锁
}
/**
* 释放锁
*/
export function clearDirtyData() {
userCacheMap.forEach(function(userCache, key) {
if(nowSeconds() > userCache.time + 10){
console.log('show lock =' + JSON.stringify(userCache.lock));
userCacheMap.delete(key);
releaseLock(key);
}
})
}
/**
* 根据key解锁
* @param lockKey
*/
export function releaseLock(lockKey: string) {
var userCache = userCacheMap.get(lockKey);
if (!!userCache && userCache.lock){

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@@ -177,7 +177,7 @@ export const STATUS = {
GUILD_LIGHT_UP_THE_SCIENCETREE: { code: 20964, simStr: '军团已经点亮此科技' },
GUILD_SCIENCETREE_IS_RUNNING: { code: 20965, simStr: '军团正在进行研发,不能点亮' },
GUILD_IS_ASSISTED_SCIENCETREE: { code: 20966, simStr: '玩家已经协助过该科技树' },
GUILD_REACH_MAX_ASSIST_COUNT: { code: 20967, simStr: '已经达到协助的最大次数' },
GUILD_REACH_MAX_ASSIST_COUNT: { code: 20967, simStr: '协助的人数已经达到最大' },
GUILD_TRAIN_IS_NOT_COMPLETE: { code: 20968, simStr: '军团该训练场没有完成' },
GUILD_TRAIN_QUALITY_REWARD_IS_GOT: { code: 20969, simStr: '军团训练进阶奖励已经领取' },
GUILD_PERSITION_TREE_NOT_LIGHT: { code: 20970, simStr: '军团前置科技树未研发' },

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@@ -3,14 +3,15 @@ import { getModelForClass, prop, DocumentType } from '@typegoose/typegoose';
import { nowSeconds } from '../pubUtils/timeUtil';
class RewardInter {
@prop({ required: true })
id: number;
@prop({ required: true })
count: number;
}
class SendRole {
@prop({ required: true })
roleId: string;
@prop({ required: true })
status: number;
}
export default class GMMail extends BaseModel {

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@@ -5,7 +5,9 @@ import { MAIL_STATUS, MAIL_TYPE } from '../consts/constModules/mailConst';
import { findWhere } from 'underscore';
const { ObjectId } = mongoose.Types;
class RewardInter {
@prop({ required: true })
id: number;
@prop({ required: true })
count: number;
}
class SendRole {

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@@ -212,7 +212,13 @@ export default class Guild extends BaseModel {
const result = await GuildModel.findOneAndUpdate({ members: { $elemMatch: { $eq: roleId } }, status: GUILD_STATUS.RUNNING}, {$inc: {guildCe: inc}}, {new: true}).lean({getters: true});
return result;
}
/**
* 每周一5点刷新,若满足刷新条件,则重置试炼等级并返回
* @param code
* @param serverId
* @param trainLv
* @param lean
*/
public static async resetGuildTrain(code: string, serverId: number, trainLv: number, lean = true) {
const time = getCurWeekTime(1, 5);//每周一5点刷新
const result = await GuildModel.findOneAndUpdate({ code, status: GUILD_STATUS.RUNNING, serverId, resetTrainTime:{$ne:time}},{$set: {trainId: 1, resetTrainTime: time, trainLv}}, {new: true}).lean(lean);

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@@ -15,7 +15,7 @@ class Report {
@prop({ required: true })
difficulty: number;
@prop({ required: true })
type: number;//1表示普通战报, 2表示系统战报即:被成功压制
type: number;//1:失败, 2成功3表示系统战报即:被成功压制
}
@index({guildCode: 1, trainId: 1})

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@@ -34,7 +34,7 @@ export default class Mail extends BaseModel {
status: number;
@prop({ required: true })
mailTemType: number; //1:表示模板邮件2表示系统邮件
mailTemType: number; //1:表示从gm下发的邮件2表示系统邮件
@prop({ required: true })
sendName: string;