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
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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
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@prop({ required: false, default: 1 })
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count: number; // 装备数量
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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 })
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hid: number; // 装备此装备的武将 id
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@prop({ required: false, default: 1 })
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count: number; // 装备数量
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@prop({ required: true, default: 1 })
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quality: number; // 品质
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@prop({ required: true, default: 0 })
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suitId: number; // 套装id
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@prop({ required: true, default: 1 })
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quality: number; // 品质
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@prop({ required: true, default: 0 })
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type: number; // 装备类型
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@prop({ required: true, default: 1 })
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wearLv: number; // 穿戴等级
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@prop({ required: true, default: 0 })
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suitId: number; // 套装id
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@prop({ required: true, default: 0 })
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randRange: number; // 固定属性随机值
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@prop({ required: false, type: RandSe, default: [] })
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randSe: RandSe[]; // 强化随机属性
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@prop({ required: true, type: Holes, default: [] })
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holes: Holes[];
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@prop({ required: true, default: 0 })
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randRange: number; // 固定属性随机值
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@prop({ required: false, type: RandSe, default: [] })
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randSe: RandSe[]; // 强化随机属性
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@prop({ required: true, type: Holes, default: [] })
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holes: Holes[];
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public static async findbyRole(roleId: string, lean = true) {
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const equips: EquipType[] = await EquipModel.find({ roleId }).lean(lean);
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return equips;
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}
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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) {
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const seqId = await CounterModel.getNewCounter(COUNTER.EID);
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public static async findbyRole(roleId: string, lean = true) {
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const equips: EquipType[] = await EquipModel.find({ roleId }).lean(lean);
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return equips;
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}
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const doc = new EquipModel();
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const update = Object.assign(doc.toJSON(), seqId, equipInfo);
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const equip: EquipType = await EquipModel.findOneAndUpdate({ seqId }, update, {upsert: true, new: true}).lean(lean);
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return equip;
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}
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public static async createEquip(equipInfo: { roleId: string, roleName: string, id: number, seqId: number, type: number, name: string, lv?: number }, lean = true) {
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const doc = new EquipModel();
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const update = Object.assign(doc.toJSON(), equipInfo);
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const equip: EquipType = await EquipModel.findOneAndUpdate({ seqId: equipInfo.seqId }, update, { upsert: true, new: true }).lean(lean);
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return equip;
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}
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public static async putOn(hid: number, equipId: string, lean = true) {
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const equip: EquipType = await EquipModel.findOneAndUpdate({ _id: equipId }, {hid}, {new: true}).lean(lean);
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return equip;
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}
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public static async putOn(hid: number, equipId: string, lean = true) {
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const equip: EquipType = await EquipModel.findOneAndUpdate({ _id: equipId }, { hid }, { new: true }).lean(lean);
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return equip;
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}
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public static async deleteAccount(roleId: string) {
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let result = await EquipModel.deleteMany({roleId});
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return result;
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}
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public static async deleteEquips(roleId: string, ids:Array<number>) {
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let result = await EquipModel.deleteMany({roleId, seqId:{$in: ids}});
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public static async deleteAccount(roleId: string) {
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let result = await EquipModel.deleteMany({ roleId });
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return result;
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}
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public static async deleteEquips(ids: Array<number>) {
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let result = await EquipModel.deleteMany({ seqId: { $in: ids } });
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return result;
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}
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public static async getEquips(roleId: string, ids:Array<number>) {
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let result = await EquipModel.find({roleId, seqId:{$in: ids}});
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public static async getEquips(ids: Array<number>) {
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let result = await EquipModel.find({ seqId: { $in: ids } });
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return result;
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}
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public static async getEquip(seqId: number) {
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let equip: EquipType = await EquipModel.findOne({ seqId });
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return equip;
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}
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public static async updateEquipInfo(seqId:number, equipUpdate: equipUpdate, lean = true) {
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delete equipUpdate._id;
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let result: EquipType = await EquipModel.findOneAndUpdate({seqId}, {$set: equipUpdate}).lean(lean);
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return result;
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}
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}
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export const EquipModel = getModelForClass(Equip);
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export interface EquipType extends Pick<DocumentType<Equip>, keyof Equip>{
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id: number;
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export interface EquipType extends Pick<DocumentType<Equip>, keyof Equip> {
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id: number;
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};
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@@ -207,6 +207,10 @@ export default class Hero extends BaseModel {
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return result;
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}
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public static async getHeroAndEquip(roleId: string, hid:number, lean = true) {
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let result: HeroType = await HeroModel.findOne({roleId, hid}).select('ePlact').lean(lean);
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return result;
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}
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}
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export const HeroModel = getModelForClass(Hero);
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@@ -173,4 +173,9 @@ export function getJobByGradeAndClass(jobClass: number, grade: number) {
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export function getFriendShipById(shipId: number, level: number) {
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return gameData.friendShips.get(shipId +'_' + level);
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}
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}
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export function getGoodById(gid:number) {
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return gameData.goods.get(gid);
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}
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5
shared/pubUtils/dicParam.ts
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5
shared/pubUtils/dicParam.ts
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@@ -0,0 +1,5 @@
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export const EQUIP = {
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EQUIP_ONE_HOLE: '1&1', // 装备孔1号位消耗
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EQUIP_TWO_HOLE: '1&2', // 装备孔2号位消耗
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EQUIP_THREE_HOLE: '1&4', // 装备孔3号位消耗
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};
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@@ -91,12 +91,11 @@ arr.forEach(o => {
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o.randomEffect = parseNumberList(o.randomEffect);
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dicGoods.set(o.good_id, _.pick(o, Object.keys(DicGoodsKeys)));
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if(o.itid == IT_TYPE.BLUEPRT) {
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if (o.itid == IT_TYPE.BLUEPRT) {
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let arr = blueprt.get(o.quality)||new Array<number>();
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arr.push(o.good_id);
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blueprt.set(o.quality, arr);
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}
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});
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function parseSpecialAttr(str: string) {
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