添加测试角色接口; 优化初始化数据的返回
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@@ -20,21 +20,22 @@ export default class Equip extends BaseModel {
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eName: string; // 装备名称
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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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@prop({ required: false })
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hid: number; // 装备此装备的武将 id
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@prop({ required: true })
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@prop({ required: true, default: 1 })
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lv: number; // 强化等级
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@prop({ required: false, default: [] })
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randSe: [{ // 强化随机属性
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seType: number; // 属性类型
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value: number; // 属性数值
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}];
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@prop({ required: true })
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@prop({ required: true, default: 0 })
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randRange: number; // 物攻策攻数值浮动上下限变化率,浮点数
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@prop({ required: true })
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@prop({ required: true, default: 0 })
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initHoleCnt: number; // 初始珠宝孔位个数
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@prop({ required: true })
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@prop({ required: true, default: [] })
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holes: [{
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id: number; // 宝石 id,待定,也可能是 type + lv
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lv: number; // 宝石等级
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@@ -44,6 +45,16 @@ export default class Equip extends BaseModel {
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const equips = 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, eid: number, seqId: number, type: number, eName: string}, lean = true) {
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const equip = await EquipModel.findOneAndUpdate({ seqId: equipInfo.seqId }, equipInfo, {upsert: true, new: true}).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 = await EquipModel.findOneAndUpdate({ _id: equipId }, {hid}, {new: true});
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return equip;
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}
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}
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export const EquipModel = getModelForClass(Equip);
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