创建武将
This commit is contained in:
@@ -1,4 +1,4 @@
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import { FIGURE_UNLOCK_CONDITION, ITEM_CHANGE_REASON, REDIS_KEY, STATUS, TASK_TYPE, HERO_SYSTEM_TYPE } from "../../consts";
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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 { 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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@@ -8,7 +8,7 @@ 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/playerCe";
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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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@@ -20,18 +20,28 @@ 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, unlockFigureWithoutSave } from "./rewardService";
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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 { RoleCeUpdate } from "../../db/RoleCe";
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export class UpdateHeroes {
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roleId: string;
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roleName: string;
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serverId: number;
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incHeroNum: number = 0;
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incRoleCe: number = 0;
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pushHeroes: {hid: number, incHeroCe: number, ce: number, hero: HeroUpdate}[] = [];
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roleUpdate: RoleUpdate;
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role: RoleType;
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guild: GuildType;
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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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@@ -46,43 +56,66 @@ export class UpdateHeroes {
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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 addRoleUpdateParam(param: RoleUpdate) {
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this.roleUpdate = {...this.roleUpdate, ...param};
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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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public async updateDbCe(isCreate: boolean, heroInfo: HeroUpdate, originCe = 0) {
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private async calCe() {
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let role = await this.getRole();
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if(isCreate) this.incHeroNum ++;
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if(heroInfo != originCe) this.incRoleCe += heroInfo.ce - originCe;
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this.addRoleUpdateParam(await calculatetopLineup(role, heroInfo.hid, heroInfo.ce, heroInfo._id ));
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this.pushHeroes.push({ hid: heroInfo.hid, incHeroCe: heroInfo.ce - originCe, ce: heroInfo.ce, hero: heroInfo });
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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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hero.historyCe = hero.ce;
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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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public async saveCeToDb() {
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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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this.role = await RoleModel.updateRoleInfo(this.roleId, {
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heroNum: this.incHeroNum + role.heroNum, ce: this.incRoleCe + role.ce, heroNumUpdatedAt: nowSeconds(), ...this.roleUpdate
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});
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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, incHeroCe } of this.pushHeroes) {
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await PvpDefenseModel.updateCe(this.roleId, hid, incHeroCe); // 更新pvp防守阵战力
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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(this.role, this.incRoleCe, this.role.ce, HERO_SYSTEM_TYPE.INIT, this.pushHeroes.map(cur => cur.hid));
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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 role = await this.getRole();
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let { serverId, roleId, pushHeroes } = this;
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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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@@ -99,12 +132,12 @@ export class UpdateHeroes {
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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 { hid, ce, hero } of pushHeroes) {
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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, hid, reduceCe(ce), 0, hero);
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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 });
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await r4.setRankWithHeroInfo(roleId, hid, reduceCe(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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@@ -115,90 +148,26 @@ export class UpdateHeroes {
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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(pinus: any, 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: reduceCe(role.ce) , heros: this.pushHeroes.map(cur => { return {...cur, ce: reduceCe(cur.ce), incHeroCe: reduceCe(cur.incHeroCe) }}), topLineupCe: reduceCe(role.topLineupCe) }), uids);
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}
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}
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export class CreateHeroes extends UpdateHeroes {
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private resultHeroes: HeroType[] = [];
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private heroNum = 0;
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// 推送信息
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private figureInfos: { heads: Figure[], frames: Figure[], spines: Figure[] }[] = [];
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private skinPushMessages: { heros: {skins: HeroSkin[], hid: number}[], skins: {id: number, hid: number, inc: number, reason: number }[]} = { heros: [], skins: [] };
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private async getSkinsOfThisHero(hid: number, initSkinInfo: SkinUpdate, isInit: boolean) {
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let allSkins = isInit? []: await SkinModel.findbyRoleAndHid(this.roleId, hid);
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let skin = await SkinModel.insertSkins(this.roleId, this.roleName, [initSkinInfo]);
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let skinInfos = skin.map(cur => ({ id: cur.id, hid, inc: 1, reason: ITEM_CHANGE_REASON.GET_HERO_UNLOCK_SKIN}))
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this.skinPushMessages.skins.push(...skinInfos);
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if(skin) allSkins.push(...skin);
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let skins: HeroSkin[] = [];
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for(let skin of allSkins) {
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skins.push(new HeroSkin(skin.id, skin.skinId, skin._id, skin.id == initSkinInfo.id));
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}
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return skins
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}
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// game-server里面创建武将
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public async createWithHeroInfo(infos: Map<number, { heroInfo: HeroUpdate, skinInfo: SkinUpdate }>) {
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let role = await this.getRole();
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// 数据处理
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let conditions = new Array<{ type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number }>(); // 解锁头像条件
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let initHeroInfos: HeroUpdate[] = [];
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for (let [ hid, { heroInfo, skinInfo }] of infos) {
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conditions.push({ type: FIGURE_UNLOCK_CONDITION.GET_HERO, paramHid: heroInfo.hid });
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this.updateDbCe(true, heroInfo);
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// 皮肤使用初始加载进内存的数据
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let skins = await this.getSkinsOfThisHero(hid, { ...skinInfo, _id: new SkinModel()._id }, false);
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let newAttr = new AttributeCal();
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newAttr.setLv(heroInfo.lv);
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newAttr.setByDbData(role.attr, heroInfo.attr);
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let heroCe = newAttr.calCe(); // 计算最终战力
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initHeroInfos.push({ ...heroInfo, skins, _id: new HeroModel()._id, ce: heroCe });
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this.heroNum ++;
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}
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// 武将使用初始加载数据插入
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this.resultHeroes = await HeroModel.insertHeroes(this.roleId, this.roleName, this.serverId, initHeroInfos);
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let heroSkins = this.resultHeroes.map(cur => { return pick(cur, ['hid', 'skins']) });
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this.skinPushMessages.heros.push(...heroSkins);
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// 头像解锁
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let { figureInfo, frames, heads, spines } = unlockFigureWithoutSave(conditions, role);
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this.figureInfos.push(figureInfo);
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this.addRoleUpdateParam({ frames, heads, spines });
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// 更新战力
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await this.saveCeToDb();
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}
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// 创建初始账号时候的初始
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public async createWithInitInfo(infos: Map<number, { heroInfo: HeroUpdate, skinInfo: SkinUpdate }>, figureInfo: { heads: Figure[], frames: Figure[], spines: Figure[] }) {
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this.figureInfos.push(figureInfo);
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let heroeInfos: HeroUpdate[] = [];
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for (let [ hid, { heroInfo, skinInfo }] of infos) {
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this.updateDbCe(true, heroInfo);
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let model = new SkinModel();
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let skins = await this.getSkinsOfThisHero(hid, { ...skinInfo, _id: model._id }, true);
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heroeInfos.push({ ...heroInfo, skins, _id: new HeroModel()._id});
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this.heroNum ++;
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}
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this.resultHeroes = await HeroModel.insertHeroes(this.roleId, this.roleName, this.serverId, heroeInfos);
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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: reduceCe(role.ce) , heros: this.pushHeroes.map(cur => { return {...cur, ce: reduceCe(cur.ce), incHeroCe: reduceCe(cur.incHeroCe) }}), topLineupCe: reduceCe(role.topLineupCe) }), uids);
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let figureInfo = combineFigureInfo(this.figureInfos);
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if (!!figureInfo && (figureInfo.heads.length > 0 || figureInfo.frames.length > 0 || figureInfo.spines.length > 0)) {
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pinus.app.get('channelService').pushMessageByUids('onHeadChange', resResult(STATUS.SUCCESS, { ...figureInfo }), uids);
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}
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pinus.app.get('channelService').pushMessageByUids('onHeroSkinChange', resResult(STATUS.SUCCESS, this.skinPushMessages), uids);
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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.heroNum, this.resultHeroes)
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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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@@ -225,25 +194,14 @@ export class CreateHeroes extends UpdateHeroes {
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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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let infos: Map<number, { heroInfo: HeroUpdate, skinInfo: SkinUpdate }> = new Map(), pieces: ItemInter[] = [];
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let createHids: number[] = [], pieces: ItemInter[] = [];
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for (let h of heroInfo) {
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let heroCount = h.count || 1;
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if (userHeroesMap.has(h.hid)) {
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let { pieceId, count } = transPiece(h.hid);
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pieces.push({ id: pieceId, count: count * heroCount });
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} else {
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let initInfo: { heroInfo: HeroUpdate, skinInfo: SkinUpdate };
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if(pinus.app.getServerType() == 'role') {
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initInfo = getInitHeroById(h.hid);
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} else {
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let roleServers = pinus.app.getServersByType('role');
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let server = getRandSingleEelm(roleServers);
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initInfo = await pinus.app.rpc.role.roleRemote.getInitHeroById.toServer(server.id, h.hid);
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}
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initInfo.heroInfo = { ...initInfo.heroInfo, ...h };
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infos.set(h.hid, initInfo);
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createHids.push(h.hid);
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userHeroesMap.set(h.hid, null);
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if (heroCount > 1) {
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let { pieceId, count } = transPiece(h.hid);
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@@ -253,9 +211,9 @@ export class CreateHeroes extends UpdateHeroes {
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}
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let resultHeroes: HeroType[] = [], resultItems: RewardInter[] = [], heroes: HeroShowParam[] = [];
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if (infos.size > 0) {
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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.createWithHeroInfo(infos);
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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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Block a user