战力:修复创建武将bug
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@@ -1,188 +1,19 @@
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import { FIGURE_UNLOCK_CONDITION, ITEM_CHANGE_REASON, REDIS_KEY, STATUS, TASK_TYPE, HERO_SYSTEM_TYPE, LINEUP_NUM } from "../../consts";
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import { FIGURE_UNLOCK_CONDITION, ITEM_CHANGE_REASON, REDIS_KEY, STATUS, TASK_TYPE, HERO_SYSTEM_TYPE, LINEUP_NUM, COUNTER } from "../../consts";
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import { SkinModel } from "../../db/Skin";
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import { HeroModel, HeroSkin, HeroType, HeroUpdate } from "../../db/Hero";
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import { RoleModel, RoleType, RoleUpdate } from "../../db/Role";
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import { SkinUpdate } from "../../db/Skin";
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import { Figure, TopHero } from "../../domain/dbGeneral";
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import { TaskListReturn } from "../../domain/roleField/task";
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import { GuildModel, GuildType } from "../../db/Guild";
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import { PvpDefenseModel } from "../../db/PvpDefense";
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import { pick } from "underscore";
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import { calculatetopLineup } from "../../pubUtils/util";
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import { nowSeconds } from "../../pubUtils/timeUtil";
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import { saveCeChangeLog } from "../../pubUtils/logUtil";
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import { getRandSingleEelm, reduceCe, resResult } from "../../pubUtils/util";
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import { AttributeCal } from "../../domain/roleField/attribute";
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import { CreateHeroParam, HeroParam, HeroShowParam } from "../../domain/roleField/hero";
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import { pinus } from "pinus";
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import { Rank } from "../rankService";
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import { checkTaskInCreateHero } from "../task/taskService";
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import { ItemInter, RewardInter } from "../../pubUtils/interface";
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import { transPiece } from "./util";
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import { getInitHeroById } from "../roleService";
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import { addItems, combineFigureInfo, unlockFigure, unlockFigureWithoutSave } from "./rewardService";
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import { gameData } from "../../pubUtils/data";
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import { CalCe } from "./calCe";
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import RoleCe, { RoleCeModel, RoleCeUpdate } from "../../db/RoleCe";
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export class CreateHeroes {
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private roleId: string;
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private roleName: string;
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private serverId: number;
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private incHeroNum: number = 0;
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private incRoleCe: number = 0;
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private role: RoleType;
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private guild: GuildType;
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// 推送信息
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private figureConditions: { type: FIGURE_UNLOCK_CONDITION, paramHid: number }[] = [];
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private skins: SkinUpdate[] = [];
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private heroes: HeroUpdate[] = [];
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private roleCe: RoleCeUpdate = {};
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private resultHeroes: HeroType[] = [];
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private topLineup: TopHero[] = [];
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private topLineupCe: number = 0;
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constructor(roleId: string, roleName: string, serverId: number) {
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this.roleId = roleId;
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this.roleName = roleName;
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this.serverId = serverId;
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}
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public setRole(role: RoleType) {
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this.role = role;
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}
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public async getRole() {
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if(!this.role) {
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this.role = await RoleModel.findByRoleId(this.roleId);
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this.topLineup = this.role.topLineup;
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this.topLineupCe = this.role.topLineupCe;
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}
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return this.role;
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}
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public async createHeroes(hids: number[]) {
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let { roleId, roleName } = this;
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for(let hid of hids) {
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let initSkin = SkinModel.getInitInfo(hid);
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let initHero = HeroModel.getInitInfo(hid, { roleId, roleName, skins: [new HeroSkin(initSkin)] });
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this.heroes.push(initHero);
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this.skins.push(initSkin);
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this.figureConditions.push({ type: FIGURE_UNLOCK_CONDITION.GET_HERO, paramHid: hid });
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this.incHeroNum ++;
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}
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await this.calCe(); // 计算战力
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await this.saveCeToDb();
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}
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private async calCe() {
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let role = await this.getRole();
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let calCe = new CalCe();
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calCe.setInitHero(role, this.heroes); // 设置武将初始信息
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let ces = calCe.calHeroCe(); // 战力
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for(let hero of this.heroes) {
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hero.ce = ces.get(hero.hid)||0;
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this.incRoleCe += hero.ce;
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}
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this.roleCe = calCe.getRoleCeTable();
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}
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// 更新战力相关的各个表
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private async saveCeToDb() {
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let role = await this.getRole();
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// 更新武将表
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for(let hero of this.heroes) {
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let resultHero = await HeroModel.createHero(hero);
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this.resultHeroes.push(resultHero);
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await calculatetopLineup(role, resultHero.hid, resultHero.ce, resultHero._id);
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}
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this.heroes = [];
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// 更新role表
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role = await RoleModel.incRoleInfo(this.roleId, { heroNum: this.incHeroNum, ce: this.incRoleCe }, { heroNumUpdatedAt: nowSeconds(), });
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this.setRole(role);
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// 更新roleCe表
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await RoleCeModel.updateRoleCe(this.roleId, this.roleCe);
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// 更新皮肤表
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await SkinModel.insertSkins(this.roleId, this.roleName, this.skins)
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// 更新guild表
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if(role.hasGuild) {
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this.guild = await GuildModel.updateCe(this.roleId, this.incRoleCe, true); // 公会更新战力
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}
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for(let { hid, ce } of this.resultHeroes) {
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await PvpDefenseModel.updateCe(this.roleId, hid, ce); // 更新pvp防守阵战力
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}
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saveCeChangeLog(role, this.incRoleCe, role.ce, HERO_SYSTEM_TYPE.INIT, this.resultHeroes.map(cur => cur.hid));
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}
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public async updateRedisRank() {
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let { serverId, roleId, resultHeroes, role } = this;
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// 更新军团信息
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if(this.guild) {
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let r = new Rank(REDIS_KEY.GUILD_INFO, { guildCode: this.guild.code });
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await r.generParamAndSet(REDIS_KEY.GUILD_INFO, { guildCode: this.guild.code }, { guild: this.guild });
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}
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// 武将数量
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if(this.incHeroNum > 0) {
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let r = new Rank(REDIS_KEY.HERO_NUM_RANK, { serverId });
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await r.setRankWithRoleInfo(roleId, role.heroNum, role.heroNumUpdatedAt, role);
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}
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// 最强阵容
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let r = new Rank(REDIS_KEY.TOP_LINEUP_RANK, { serverId });
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await r.setRankWithRoleInfo(roleId, reduceCe(role.topLineupCe), 0, role);
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// 最强武将
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for(let hero of resultHeroes) {
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let r2 = new Rank(REDIS_KEY.TOP_HERO_RANK, { serverId });
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await r2.setRankWithHeroInfo(roleId, hero.hid, hero.ce, 0, hero);
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let r4 = new Rank(REDIS_KEY.HERO_RANK, { serverId, hid: hero.hid });
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await r4.setRankWithHeroInfo(roleId, hero.hid, hero.ce, 0, hero);
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}
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// 总战力
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let r3 = new Rank(REDIS_KEY.SUM_CE_RANK, { serverId });
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await r3.setRankWithRoleInfo(roleId, reduceCe(role.ce), 0, role);
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// 更新最强五人阵容信息
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let r5 = new Rank(REDIS_KEY.TOP_LINEUP_INFO, { serverId });
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await r5.generParamAndSet(REDIS_KEY.TOP_LINEUP_INFO, { roleId }, { role });
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}
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public async pushMessage(sid: string) {
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let role = await this.getRole();
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let uids = [{ uid: this.roleId, sid }];
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pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, { ce: role.ce, heros: this.resultHeroes.map(({ hid, ce }) => ({ hid, ce, incHeroCe: ce})), topLineupCe: role.topLineupCe}), uids);
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pinus.app.get('channelService').pushMessageByUids('onHeroSkinChange', resResult(STATUS.SUCCESS, this.getSkinPushMsg()), uids);
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pinus.app.get('channelService').pushMessageByUids('onHeroUpdate', resResult(STATUS.SUCCESS, { heroes: this.getResultHeroes() }), uids);
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checkTaskInCreateHero(this.serverId, this.roleId, sid, this.incHeroNum, this.resultHeroes);
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await unlockFigure(sid, this.roleId, this.figureConditions);
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}
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private getSkinPushMsg() {
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let skinPushMessages: {heros: {skins: HeroSkin[], hid: number}[], skins: {id: number, hid: number, inc: number, reason: number }[]} = { heros: [], skins:[] }; // 皮肤推送信息
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for(let { hid, skins } of this.resultHeroes) {
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skinPushMessages.heros.push({ hid, skins });
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}
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for(let { id, hid } of this.skins) {
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skinPushMessages.skins.push({ id, hid, inc: 1, reason: ITEM_CHANGE_REASON.GET_HERO_UNLOCK_SKIN })
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}
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return skinPushMessages;
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}
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public getResultHeroes() {
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return this.resultHeroes;
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}
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public getShowHeroes() {
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return this.resultHeroes.map(cur => {
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let hero = new HeroShowParam(cur);
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return { ...hero, ce: reduceCe(cur.ce)}
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});
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}
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}
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import { addItems, combineFigureInfo, unlockFigure, } from "./rewardService";
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import { CounterModel } from "../../db/Counter";
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import { calculateCes } from "../playerCeService";
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import { RoleUpdate } from "../../db/Role";
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/**
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* 创建多个武将
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@@ -191,7 +22,7 @@ export class CreateHeroes {
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* @param serverId
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* @param heroInfo
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*/
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export async function createHeroes(roleId: string, roleName: string, sid: string, serverId: number, heroInfo: CreateHeroParam[]) {
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export async function createHeroes(roleId: string, roleName: string, sid: string, serverId: number, heroInfo: CreateHeroParam[], initRoleInfos?: RoleUpdate) {
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let hids = heroInfo.map(cur => cur.hid);
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let userHeroesMap = await HeroModel.findMapByHidRange(hids, roleId);
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@@ -211,24 +42,60 @@ export class CreateHeroes {
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}
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}
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let resultHeroes: HeroType[] = [], resultItems: RewardInter[] = [], heroes: HeroShowParam[] = [];
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let resultHeroes: HeroType[] = [], resultItems: RewardInter[] = [], showHeroes: HeroShowParam[] = [];
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let figureConditions: { type: FIGURE_UNLOCK_CONDITION, paramHid: number }[] = [];
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let incHeroNum = 0;
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let skins: SkinUpdate[] = [];
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if (createHids.length > 0) {
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let createHero = new CreateHeroes(roleId, roleName, serverId);
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await createHero.createHeroes(createHids);
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await createHero.pushMessage(sid);
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await createHero.updateRedisRank();
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heroes = createHero.getShowHeroes();
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resultHeroes = createHero.getResultHeroes();
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let heroInfos = new Map<number, HeroUpdate>();
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for(let hid of createHids) {
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let initSkin = SkinModel.getInitInfo(hid);
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skins.push(initSkin); // 初始皮肤
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let seqId = await CounterModel.getNewCounter(COUNTER.HID) || -1;
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let initHero = HeroModel.getInitInfo(hid, { seqId, roleId, roleName, skins: [new HeroSkin(initSkin)] });
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heroInfos.set(hid, initHero);
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figureConditions.push({ type: FIGURE_UNLOCK_CONDITION.GET_HERO, paramHid: hid });
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incHeroNum ++;
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}
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await unlockFigure(sid, roleId, figureConditions);
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let roleUpdata: RoleUpdate = { heroNumUpdatedAt: nowSeconds() };
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if(initRoleInfos) {
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roleUpdata = { ...initRoleInfos, ...roleUpdata }
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}
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let { heroes } = await calculateCes(HERO_SYSTEM_TYPE.INIT, roleId, serverId, sid, heroInfos, roleUpdata, { heroNum: incHeroNum });
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for(let hero of heroes) {
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showHeroes.push(new HeroShowParam(hero));
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resultHeroes.push(hero);
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}
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let uids = [{ uid: roleId, sid }];
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await SkinModel.insertSkins(roleId, roleName, skins);
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pinus.app.get('channelService').pushMessageByUids('onHeroSkinChange', resResult(STATUS.SUCCESS, getSkinPushMsg(resultHeroes, skins)), uids);
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pinus.app.get('channelService').pushMessageByUids('onHeroUpdate', resResult(STATUS.SUCCESS, { heroes }), uids);
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}
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if (pieces.length > 0) {
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let goods = await addItems(roleId, roleName, sid, pieces, ITEM_CHANGE_REASON.HERO_TRANSFER_PIECE);
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resultItems = goods;
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}
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return { heroes, resultHeroes, goods: resultItems }
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return { heroes: showHeroes, resultHeroes, goods: resultItems }
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}
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export async function createHero(roleId: string, roleName: string, sid: string, serverId: number, heroInfo: CreateHeroParam) {
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let result = await createHeroes(roleId, roleName, sid, serverId, [heroInfo]);
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return result;
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}
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function getSkinPushMsg(resultHeroes: HeroType[], skins: SkinUpdate[]) {
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let skinPushMessages: {heros: {skins: HeroSkin[], hid: number}[], skins: {id: number, hid: number, inc: number, reason: number }[]} = { heros: [], skins:[] }; // 皮肤推送信息
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for(let { hid, skins } of resultHeroes) {
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skinPushMessages.heros.push({ hid, skins });
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}
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for(let { id, hid } of skins) {
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skinPushMessages.skins.push({ id, hid, inc: 1, reason: ITEM_CHANGE_REASON.GET_HERO_UNLOCK_SKIN })
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}
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return skinPushMessages;
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}
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