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:
mamengke01
2020-12-17 21:43:12 +08:00
parent d2097a4264
commit 1005b14abc
11 changed files with 266 additions and 107 deletions

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@@ -1,5 +1,6 @@
export const IT_TYPE = {
BLUEPRT: 28
BLUEPRT: 28,
JEWEL: 40
}
@@ -19,7 +20,8 @@ export const CONSUME_TYPE = {
EXP: 5, // 经验书
FAVOUR: 6, // 好感度道具
SKIN: 7, // 时装
PIECE: 8 // 装备碎片
PIECE: 8, // 装备碎片
JEWEL: 9,//宝石
};
export enum EQUIP_TYPE {
@@ -78,7 +80,8 @@ const itid_array = [
{ id: 33, name: '神兵', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.WEAPON },
{ id: 34, name: '代币', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.POINT },
{ id: 39, name: '时装', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.SKIN },
{ id: 40, name: '装备碎片', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.PIECE }
{ id: 40, name: '装备碎片', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.PIECE },
{ id: 41, name: '宝石', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.JEWEL }
];
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 = {
EXP: 5, // 经验书
FAVOUR: 6, // 好感度道具
SKIN: 7, // 好感度道具
PIECE: 8 // 装备碎片
PIECE: 8, // 装备碎片
JEWEL: 9,//宝石
};
const itid_array = [
@@ -100,7 +100,7 @@ const itid_array = [
{ id: 33, name: '神兵', goodType: GOOD_TYPE.EQUIP },
{ id: 34, name: '代币', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.POINT },
{ id: 39, name: '时装', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.SKIN },
{ id: 40, name: '装备碎片', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.PIECE }
{ id: 41, name: '装备碎片', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.PIECE }
];
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 = {
// 装备养成 30400-30499
ROLE_EQUIP_PLACE_NOT_ENOUGH: {code: 30400, simStr: '装备栏未装备或无可强化'},
ROLE_COIN_NOT_ENOUGH: {code: 30401, simStr: '铜币不足'},
EQUIP_NOT_FIND: {code: 30500, simStr: '装备不存在'},
EQUIP_IS_EQUIPED: {code: 30501, simStr: '装备已经穿戴'},
EQUIP_NOT_EQUIPED: {code: 30502, simStr: '装备未穿戴'},
EQUIP_IS_EQUIPED_NOT_DECOMPOSE: {code: 30503, simStr: '装备已穿戴,不能分解'},
EQUIP_HOLE_NOT_FIND: {code: 30504, simStr: '装备孔不存在' },
EQUIP_HOLE_IS_DUG: {code: 30505, simStr: '装备已经打过孔' },
JEWEL_IS_NOT_FIND: {code: 30506, simStr: '宝石不存在' },
// 社交相关状态 40000 - 49999
// 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
import { COUNTER } from '../consts';
import { CounterModel } from './Counter';
export class RandSe {
@prop({ required: true })
id: number; // 随机属性位置id
@prop({ required: true })
seid: number; // 随机属性池id
@prop({ required: true })
rand: number; // 随机属性内需要随机的值
@prop({ required: true })
locked: boolean; // 洗炼是否锁定
class RandSe {
@prop({ required: true })
id: number; // 随机属性位置id
@prop({ required: true })
seid: number; // 随机属性池id
@prop({ required: true })
rand: number; // 随机属性内需要随机的值
@prop({ required: true })
locked: boolean; // 洗炼是否锁定
}
export class Holes {
@prop({ required: true })
id: number; // 孔的id
@prop({ required: true })
isOpen: boolean; // 是否开孔
@prop({ required: true })
jewel: number; // 装备的宝石id
class Holes {
@prop({ required: true })
id: number; // 孔的id
@prop({ required: true })
isOpen: boolean; // 是否开孔
@prop({ required: true })
jewel: number; // 装备的宝石id
}
interface equipUpdate {
hid?: number;
quality?: number;
wearLv?: number;
_id?:number;
holes?:Array<Holes>
}
@index({ roleId: 1, hid: 1, id: 1 })
@index({ seqId: 1 })
@modelOptions({schemaOptions: {id: false}})
@modelOptions({ schemaOptions: { id: false } })
export default class Equip extends BaseModel {
@prop({ required: true })
roleId: string; // 角色 id
@prop({ required: true })
roleName: string; // 角色名称
@prop({ required: true })
roleId: string; // 角色 id
@prop({ required: true })
roleName: string; // 角色名称
@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, default: 0 })
hid: number; // 装备此装备的武将 id
@prop({ required: false, default: 0 })
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;
};

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@@ -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);

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@@ -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);
}

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@@ -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
};

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@@ -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) {