分解装备 穿戴或卸载装备 装备打孔 宝石镶嵌 宝石合成 宝石卸下
This commit is contained in:
@@ -1,14 +1,17 @@
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import { Application, BackendSession } from "pinus";
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import { resResult } from "../../../pubUtils/util";
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import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE } from "../../../consts";
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import { addItems, handleCost } from "../../../services/rewardService";
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import { gameData } from "../../../pubUtils/data";
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import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, GOOD_TYPE } from "../../../consts";
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import { ItemInter } from "../../../pubUtils/interface";
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import { resResult, parseReward } from "../../../pubUtils/util";
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import { addItems, handleCost } from "../../../services/rewardService";
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import { EquipModel } from "../../../db/Equip";
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import { GOOD_TYPE } from "../../../consts/consts";
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import { HeroModel, EPlace } from "../../../db/Hero";
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import Role from "../../../db/Role";
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import { calPlayerCeAndSave } from "../../../services/playerCeService";
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import { getGoodById, gameData } from "../../../pubUtils/data";
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import { EQUIP } from "../../../pubUtils/dicParam";
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import { ITID } from "../../../consts/constModules/itemConst";
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import { SSL_OP_SSLEAY_080_CLIENT_DH_BUG } from "constants";
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const _ = require('underscore');
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export default function(app: Application) {
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return new EquipHandler(app);
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@@ -35,7 +38,7 @@ export class EquipHandler {
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cost.concat(targetGood.composeMaterial);
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let specialMaterial = targetGood.specialMaterial;
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let costCount = 0;
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let equips = await EquipModel.getEquips(roleId, originalEquip);
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let equips = await EquipModel.getEquips(originalEquip);
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for(let {id, seqId} of equips) {
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if(specialMaterial.ids.includes(id)) {
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costCount++;
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@@ -138,34 +141,147 @@ export class EquipHandler {
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public async reStrengthen(msg: { }, session: BackendSession) {
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}
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//===================================================================
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//TODO 分解装备
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public async decomposeEquips(msg: { }, session: BackendSession) {
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//分解装备
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public async decomposeEquip(msg: { originalEquip: Array<number> }, session: BackendSession) {
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let { originalEquip } = msg;
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let equips = await EquipModel.getEquips(originalEquip);
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if (equips.length < originalEquip.length)
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return resResult(STATUS.EQUIP_NOT_FIND);
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let goods:Array<{id:number, count:number}> = [];
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for (let equip of equips) {
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if (!!equip.hid)
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return resResult(STATUS.EQUIP_IS_EQUIPED_NOT_DECOMPOSE);
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let goodInfo = getGoodById(equip.id);
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if (!goodInfo)
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return resResult(STATUS.EQUIP_NOT_FIND);
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goods.concat(goodInfo.decomposeItem);
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}
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let uids = [{uid: roleId, sid}];
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await EquipModel.deleteEquips(originalEquip);
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this.app.get('channelService').pushMessageByUids('onEquipDel', resResult(STATUS.SUCCESS, [originalEquip]), uids);
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let result = await addItems(roleId, roleName, sid, goods);
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return resResult(STATUS.SUCCESS,{goods:result});
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}
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//TODO 穿戴装备
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public async wearEquips(msg: { }, session: BackendSession) {
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//穿戴或卸载装备 1-穿上装备 2-脱下装备
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public async putOnOrOff(msg: {eid: number, hid: number, type: number}, session: BackendSession) {
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let { eid, hid, type } = msg;
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let equip = await EquipModel.getEquip(eid);
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let returnEquips:Array<{seqId:number, id:number, hid:number, ePlaceId:number}>;
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let goodInfo = getGoodById(equip.id);
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let obj = ITID.get(goodInfo.itid);
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let ePlaceId = obj.type;
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if (type == 1) {
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if (!!equip.hid)
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return resResult(STATUS.EQUIP_IS_EQUIPED);
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let hero = await HeroModel.getHeroAndEquip(roleId, hid);
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if (!hero)
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return resResult(STATUS.HERO_NOT_FIND);
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//修改数据库TODO
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} else if (type == 2) {
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if (!equip.hid)
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return resResult(STATUS.EQUIP_NOT_EQUIPED);
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//修改数据库TODO
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}
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}
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//TODO 卸下装备
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public async removeEquips(msg: { }, session: BackendSession) {
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//装备打孔
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public async digHole(msg: {eid: number, id: number}, session: BackendSession) {
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let { eid, id } = msg;
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let equip = await EquipModel.getEquip(eid);
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let index = _.indexOf(equip.holes, {id});
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if (index > 0)
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return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
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if (equip.holes[index].isOpen)
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return resResult(STATUS.EQUIP_HOLE_IS_DUG);
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let consumes:Array<{id: number, count: number}> = [];
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if (id == 1) {
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consumes = parseReward(EQUIP.EQUIP_ONE_HOLE);
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} else if (id == 2) {
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consumes = parseReward(EQUIP.EQUIP_TWO_HOLE);
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} else if (id == 3) {
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consumes = parseReward(EQUIP.EQUIP_THREE_HOLE);
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}
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let result = await handleCost(roleId, sid, consumes);
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if (!result)
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return resResult(STATUS.JEWEL_IS_NOT_FIND);
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equip.holes[index].isOpen = true;
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await EquipModel.updateEquipInfo(eid, {holes: equip.holes});
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return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes}});
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}
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//TODO 装备打孔
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public async unlockEquipHole(msg: { }, session: BackendSession) {
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//宝石镶嵌
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public async fillHole(msg: {eid: number, id: number, jewel: number}, session: BackendSession) {
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let { eid, id, jewel} = msg;
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let consumes:Array<{id: number, count: number}> = [];
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let equip = await EquipModel.getEquip(eid);
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let index = _.indexOf(equip.holes, {id});
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if (index > 0)
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return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
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if (equip.holes[index].isOpen)
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return resResult(STATUS.EQUIP_HOLE_IS_DUG);
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consumes.push({id: jewel, count: 1});
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let result = await handleCost(roleId, sid, consumes);
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if (!result)
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return resResult(STATUS.JEWEL_IS_NOT_FIND);
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equip.holes[index].jewel = jewel;
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await EquipModel.updateEquipInfo(eid, {holes: equip.holes});
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return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes}});
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}
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//TODO 宝石镶嵌
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public async setEquipGemstone(msg: { }, session: BackendSession) {
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//宝石合成
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public async composeJewel(msg: {jewel: number, count: number, consumes: Array<{id:number, count:number}>}, session: BackendSession) {
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let { count, consumes, jewel} = msg;
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let goodInfo = getGoodById(jewel);
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let {type} = ITID.get(goodInfo.itid);
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if (type != CONSUME_TYPE.JEWEL)
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return resResult(STATUS.WRONG_PARMS);
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if (!goodInfo.composeMaterial)
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return resResult(STATUS.WRONG_PARMS);
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//检查宝石消耗是否合法TODO
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for (let {id, count} of goodInfo.composeMaterial) {
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}
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let res = await handleCost(roleId, sid, consumes);
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if (!res)
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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let result = await addItems(roleId, roleName, sid, [{id: jewel, count: count}]);
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return resResult(STATUS.SUCCESS,{goods:result});
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}
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//TODO 宝石合成
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public async composeGemstone(msg: { }, session: BackendSession) {
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//宝石卸下
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public async putOffHole(msg: {eid: number, id: number}, session: BackendSession) {
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let { eid, id} = msg;
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let goods:Array<{id: number, count: number}> = [];
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let equip = await EquipModel.getEquip(eid);
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let index = _.indexOf(equip.holes, {id});
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if (index > 0)
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return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
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if (equip.holes[index].isOpen)
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return resResult(STATUS.EQUIP_HOLE_IS_DUG);
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goods.push({id: equip.holes[index].jewel, count: 1});
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equip.holes[index].jewel = 0;
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await EquipModel.updateEquipInfo(eid, {holes: equip.holes});
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let result = await addItems(roleId, roleName, sid, goods);
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return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes, goods: result}});
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}
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}
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@@ -21,14 +21,14 @@ export class HeroHandler {
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private channelService: ChannelService = this.app.get('channelService');
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public async test(msg: { id: number, count: number, seqId:number}, session: BackendSession) {
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public async test(msg: { id: number, count: number, seqId:number, type:number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let {id, count, seqId} = msg;
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let {id, count, seqId, type} = msg;
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let result = await handleCost(roleId, sid, [{id, count, seqId}] );
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let result = await handleCost(roleId, sid, [{id, count, seqId, type}] );
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//let result = await addItems(roleId, roleName, sid, [{id, count}] );
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if(!result) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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@@ -145,7 +145,7 @@ export async function handleCost(roleId: string, sid: string, goods: Array<ItemI
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}
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//检查装备是否存在
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if (!!equips.length) {
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let resEquips = await EquipModel.getEquips(roleId, equips);
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let resEquips = await EquipModel.getEquips(equips);
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if (resEquips.length < equips.length)
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return false;
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}
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@@ -158,7 +158,7 @@ export async function handleCost(roleId: string, sid: string, goods: Array<ItemI
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//删除装备
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if (!!equips.length) {
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await EquipModel.deleteEquips(roleId, equips);
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await EquipModel.deleteEquips(equips);
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pinus.app.get('channelService').pushMessageByUids('onEquipDel', resResult(STATUS.SUCCESS, {equips}), uids);
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}
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@@ -1,5 +1,6 @@
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export const IT_TYPE = {
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BLUEPRT: 28
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BLUEPRT: 28,
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JEWEL: 40
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}
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@@ -19,7 +20,8 @@ export const CONSUME_TYPE = {
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EXP: 5, // 经验书
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FAVOUR: 6, // 好感度道具
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SKIN: 7, // 时装
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PIECE: 8 // 装备碎片
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PIECE: 8, // 装备碎片
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JEWEL: 9,//宝石
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};
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export enum EQUIP_TYPE {
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@@ -78,7 +80,8 @@ const itid_array = [
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{ id: 33, name: '神兵', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.WEAPON },
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{ id: 34, name: '代币', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.POINT },
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{ id: 39, name: '时装', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.SKIN },
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{ id: 40, name: '装备碎片', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.PIECE }
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{ id: 40, name: '装备碎片', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.PIECE },
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{ id: 41, name: '宝石', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.JEWEL }
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];
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export const ITID = new Map<number, {id: number, name: string, goodType: number, type?: number, isCurrency?: boolean}>();
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@@ -59,8 +59,8 @@ export const CONSUME_TYPE = {
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EXP: 5, // 经验书
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FAVOUR: 6, // 好感度道具
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SKIN: 7, // 好感度道具
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PIECE: 8 // 装备碎片
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PIECE: 8, // 装备碎片
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JEWEL: 9,//宝石
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};
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const itid_array = [
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@@ -100,7 +100,7 @@ const itid_array = [
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{ id: 33, name: '神兵', goodType: GOOD_TYPE.EQUIP },
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{ id: 34, name: '代币', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.POINT },
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{ id: 39, name: '时装', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.SKIN },
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{ id: 40, name: '装备碎片', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.PIECE }
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{ id: 41, name: '装备碎片', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.PIECE }
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];
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export const ITID = new Map<number, {id: number, name: string, goodType: number, type?: number, isCurrency?: boolean}>();
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@@ -147,6 +147,14 @@ export const STATUS = {
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// 装备养成 30400-30499
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ROLE_EQUIP_PLACE_NOT_ENOUGH: {code: 30400, simStr: '装备栏未装备或无可强化'},
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ROLE_COIN_NOT_ENOUGH: {code: 30401, simStr: '铜币不足'},
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EQUIP_NOT_FIND: {code: 30500, simStr: '装备不存在'},
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EQUIP_IS_EQUIPED: {code: 30501, simStr: '装备已经穿戴'},
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EQUIP_NOT_EQUIPED: {code: 30502, simStr: '装备未穿戴'},
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EQUIP_IS_EQUIPED_NOT_DECOMPOSE: {code: 30503, simStr: '装备已穿戴,不能分解'},
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EQUIP_HOLE_NOT_FIND: {code: 30504, simStr: '装备孔不存在' },
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EQUIP_HOLE_IS_DUG: {code: 30505, simStr: '装备已经打过孔' },
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JEWEL_IS_NOT_FIND: {code: 30506, simStr: '宝石不存在' },
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// 社交相关状态 40000 - 49999
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// 运营模块相关状态 50000 - 59999
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@@ -3,96 +3,115 @@ import { index, getModelForClass, prop, DocumentType, modelOptions } from '@type
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import { COUNTER } from '../consts';
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import { CounterModel } from './Counter';
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export class RandSe {
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@prop({ required: true })
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id: number; // 随机属性位置id
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@prop({ required: true })
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seid: number; // 随机属性池id
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@prop({ required: true })
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rand: number; // 随机属性内需要随机的值
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@prop({ required: true })
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locked: boolean; // 洗炼是否锁定
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class RandSe {
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@prop({ required: true })
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id: number; // 随机属性位置id
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@prop({ required: true })
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seid: number; // 随机属性池id
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@prop({ required: true })
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rand: number; // 随机属性内需要随机的值
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@prop({ required: true })
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locked: boolean; // 洗炼是否锁定
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}
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export class Holes {
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@prop({ required: true })
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id: number; // 孔的id
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@prop({ required: true })
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isOpen: boolean; // 是否开孔
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@prop({ required: true })
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jewel: number; // 装备的宝石id
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class Holes {
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@prop({ required: true })
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id: number; // 孔的id
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@prop({ required: true })
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isOpen: boolean; // 是否开孔
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@prop({ required: true })
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jewel: number; // 装备的宝石id
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}
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interface equipUpdate {
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hid?: number;
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quality?: number;
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wearLv?: number;
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_id?:number;
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holes?:Array<Holes>
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}
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@index({ roleId: 1, hid: 1, id: 1 })
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@index({ seqId: 1 })
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@modelOptions({schemaOptions: {id: false}})
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@modelOptions({ schemaOptions: { id: false } })
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export default class Equip extends BaseModel {
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@prop({ required: true })
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roleId: string; // 角色 id
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@prop({ required: true })
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roleName: string; // 角色名称
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@prop({ required: true })
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roleId: string; // 角色 id
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@prop({ required: true })
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roleName: string; // 角色名称
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@prop({ required: true })
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seqId: number; // 装备表自增 id
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@prop({ required: true })
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id: number; // 装备 id
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@prop({ required: true })
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name: string; // 装备名称
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@prop({ required: false, default: 0 })
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hid: number; // 装备此装备的武将 id
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@prop({ required: false, default: 0 })
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ePlaceId: number; // 武将装备的部位
|
||||
@prop({ required: false, default: 1 })
|
||||
count: number; // 装备数量
|
||||
@prop({ required: true })
|
||||
seqId: number; // 装备表自增 id
|
||||
@prop({ required: true })
|
||||
id: number; // 装备 id
|
||||
@prop({ required: true })
|
||||
name: string; // 装备名称
|
||||
@prop({ required: false })
|
||||
hid: number; // 装备此装备的武将 id
|
||||
@prop({ required: false, default: 1 })
|
||||
count: number; // 装备数量
|
||||
|
||||
@prop({ required: true, default: 1 })
|
||||
quality: number; // 品质
|
||||
@prop({ required: true, default: 0 })
|
||||
suitId: number; // 套装id
|
||||
@prop({ required: true, default: 1 })
|
||||
quality: number; // 品质
|
||||
@prop({ required: true, default: 0 })
|
||||
type: number; // 装备类型
|
||||
@prop({ required: true, default: 1 })
|
||||
wearLv: number; // 穿戴等级
|
||||
@prop({ required: true, default: 0 })
|
||||
suitId: number; // 套装id
|
||||
|
||||
@prop({ required: true, default: 0 })
|
||||
randRange: number; // 固定属性随机值
|
||||
@prop({ required: false, type: RandSe, default: [] })
|
||||
randSe: RandSe[]; // 强化随机属性
|
||||
@prop({ required: true, type: Holes, default: [] })
|
||||
holes: Holes[];
|
||||
@prop({ required: true, default: 0 })
|
||||
randRange: number; // 固定属性随机值
|
||||
@prop({ required: false, type: RandSe, default: [] })
|
||||
randSe: RandSe[]; // 强化随机属性
|
||||
@prop({ required: true, type: Holes, default: [] })
|
||||
holes: Holes[];
|
||||
|
||||
public static async findbyRole(roleId: string, lean = true) {
|
||||
const equips: EquipType[] = await EquipModel.find({ roleId }).lean(lean);
|
||||
return equips;
|
||||
}
|
||||
|
||||
public static async createEquip(equipInfo: {roleId: string, roleName: string, id: number, name: string, quality: number, suitId: number, ePlaceId: number, randSe: RandSe[], randRange: number, holes: Holes[]}, lean = true) {
|
||||
const seqId = await CounterModel.getNewCounter(COUNTER.EID);
|
||||
public static async findbyRole(roleId: string, lean = true) {
|
||||
const equips: EquipType[] = await EquipModel.find({ roleId }).lean(lean);
|
||||
return equips;
|
||||
}
|
||||
|
||||
const doc = new EquipModel();
|
||||
const update = Object.assign(doc.toJSON(), seqId, equipInfo);
|
||||
const equip: EquipType = await EquipModel.findOneAndUpdate({ seqId }, update, {upsert: true, new: true}).lean(lean);
|
||||
return equip;
|
||||
}
|
||||
public static async createEquip(equipInfo: { roleId: string, roleName: string, id: number, seqId: number, type: number, name: string, lv?: number }, lean = true) {
|
||||
const doc = new EquipModel();
|
||||
const update = Object.assign(doc.toJSON(), equipInfo);
|
||||
const equip: EquipType = await EquipModel.findOneAndUpdate({ seqId: equipInfo.seqId }, update, { upsert: true, new: true }).lean(lean);
|
||||
return equip;
|
||||
}
|
||||
|
||||
public static async putOn(hid: number, equipId: string, lean = true) {
|
||||
const equip: EquipType = await EquipModel.findOneAndUpdate({ _id: equipId }, {hid}, {new: true}).lean(lean);
|
||||
return equip;
|
||||
}
|
||||
public static async putOn(hid: number, equipId: string, lean = true) {
|
||||
const equip: EquipType = await EquipModel.findOneAndUpdate({ _id: equipId }, { hid }, { new: true }).lean(lean);
|
||||
return equip;
|
||||
}
|
||||
|
||||
public static async deleteAccount(roleId: string) {
|
||||
let result = await EquipModel.deleteMany({roleId});
|
||||
return result;
|
||||
}
|
||||
public static async deleteEquips(roleId: string, ids:Array<number>) {
|
||||
let result = await EquipModel.deleteMany({roleId, seqId:{$in: ids}});
|
||||
public static async deleteAccount(roleId: string) {
|
||||
let result = await EquipModel.deleteMany({ roleId });
|
||||
return result;
|
||||
}
|
||||
public static async deleteEquips(ids: Array<number>) {
|
||||
let result = await EquipModel.deleteMany({ seqId: { $in: ids } });
|
||||
return result;
|
||||
}
|
||||
|
||||
public static async getEquips(roleId: string, ids:Array<number>) {
|
||||
let result = await EquipModel.find({roleId, seqId:{$in: ids}});
|
||||
public static async getEquips(ids: Array<number>) {
|
||||
let result = await EquipModel.find({ seqId: { $in: ids } });
|
||||
return result;
|
||||
}
|
||||
|
||||
public static async getEquip(seqId: number) {
|
||||
let equip: EquipType = await EquipModel.findOne({ seqId });
|
||||
return equip;
|
||||
}
|
||||
|
||||
public static async updateEquipInfo(seqId:number, equipUpdate: equipUpdate, lean = true) {
|
||||
delete equipUpdate._id;
|
||||
let result: EquipType = await EquipModel.findOneAndUpdate({seqId}, {$set: equipUpdate}).lean(lean);
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
export const EquipModel = getModelForClass(Equip);
|
||||
|
||||
export interface EquipType extends Pick<DocumentType<Equip>, keyof Equip>{
|
||||
id: number;
|
||||
export interface EquipType extends Pick<DocumentType<Equip>, keyof Equip> {
|
||||
id: number;
|
||||
};
|
||||
@@ -207,6 +207,10 @@ export default class Hero extends BaseModel {
|
||||
return result;
|
||||
}
|
||||
|
||||
public static async getHeroAndEquip(roleId: string, hid:number, lean = true) {
|
||||
let result: HeroType = await HeroModel.findOne({roleId, hid}).select('ePlact').lean(lean);
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
export const HeroModel = getModelForClass(Hero);
|
||||
|
||||
@@ -173,4 +173,9 @@ export function getJobByGradeAndClass(jobClass: number, grade: number) {
|
||||
|
||||
export function getFriendShipById(shipId: number, level: number) {
|
||||
return gameData.friendShips.get(shipId +'_' + level);
|
||||
}
|
||||
}
|
||||
|
||||
export function getGoodById(gid:number) {
|
||||
return gameData.goods.get(gid);
|
||||
}
|
||||
|
||||
|
||||
5
shared/pubUtils/dicParam.ts
Normal file
5
shared/pubUtils/dicParam.ts
Normal file
@@ -0,0 +1,5 @@
|
||||
export const EQUIP = {
|
||||
EQUIP_ONE_HOLE: '1&1', // 装备孔1号位消耗
|
||||
EQUIP_TWO_HOLE: '1&2', // 装备孔2号位消耗
|
||||
EQUIP_THREE_HOLE: '1&4', // 装备孔3号位消耗
|
||||
};
|
||||
@@ -91,12 +91,11 @@ arr.forEach(o => {
|
||||
o.randomEffect = parseNumberList(o.randomEffect);
|
||||
dicGoods.set(o.good_id, _.pick(o, Object.keys(DicGoodsKeys)));
|
||||
|
||||
if(o.itid == IT_TYPE.BLUEPRT) {
|
||||
if (o.itid == IT_TYPE.BLUEPRT) {
|
||||
let arr = blueprt.get(o.quality)||new Array<number>();
|
||||
arr.push(o.good_id);
|
||||
blueprt.set(o.quality, arr);
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
function parseSpecialAttr(str: string) {
|
||||
|
||||
Reference in New Issue
Block a user