pvp保存阵容
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@@ -12,6 +12,8 @@ interface pvpUpdateInter {
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pLv?:number;
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heroScores?: HeroScores[];
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winStreakNum?: number;
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defCe?:number;
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heroes?: Array<Heroes>;
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}
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export class Heroes {
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@@ -167,7 +169,7 @@ export default class PvpDefense extends BaseModel {
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}
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public static async updateCe(roleId: string, hid: number, defCe: number, lean = true) {
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public static async updateCe(roleId: string, hid: number, defCe: number, lean = true) {
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const rec: PvpDefenseType = await PvpDefenseModel.findOneAndUpdate({ roleId, 'heroes.actorId': hid }, { $set: { defCe } }).lean(lean);
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return rec
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}
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@@ -17,7 +17,7 @@ export default class SystemConfig extends BaseModel {
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}
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public static async createSystemConfig(seasonEndTime: number, warId: number, lean = true) {
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const result: SystemConfigType = await SystemConfigModel.findOneAndUpdate({ id: 1}, { seasonEndTime, warId }, { upsert: true, new: true }).lean(lean);
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const result: SystemConfigType = await SystemConfigModel.findOneAndUpdate({ id: 1}, { seasonEndTime, warId, seasonNum: 1 }, { upsert: true, new: true }).lean(lean);
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return result;
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}
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@@ -27,7 +27,7 @@ export default class SystemConfig extends BaseModel {
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}
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public static async updateSeason( seasonEndTime: number, lean = true) {
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const result: SystemConfigType = await SystemConfigModel.findOneAndUpdate({ id: 1}, { $seasonEndTime: seasonEndTime, $inc: { seasonNum:1 } }, { upsert: true, new: true }).lean(lean);
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const result: SystemConfigType = await SystemConfigModel.findOneAndUpdate({ id: 1}, { seasonEndTime, $inc: { seasonNum: 1 } }, { upsert: true, new: true }).lean(lean);
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return result;
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}
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}
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@@ -16,7 +16,7 @@ import { DicRandomEffectPool } from './dictionary/DicRandomEffectPool';
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import { getGoodById } from './gamedata';
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import { SchoolModel } from '../db/School';
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import { getTeraphAttr, HEROTARIN } from '../consts/constModules/abilityConst'
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import { PvpDefenseModel } from '../db/PvpDefense';
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// import { PvpDefenseModel } from '../db/PvpDefense';
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const HERO_CE_RATIO = 100;
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const _ = require('underscore');
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//战力计算TODO
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@@ -108,7 +108,7 @@ export async function calPlayerCeAndSave(roleId: string, heros: Array<HeroType>,
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incPlayerCe += incHeroCe;
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await calculateTopFive(role, hero.hid, hero.ce, hero._id); // 计算更新最强五人战力
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await HeroModel.updateHeroInfo(roleId, hero.hid, hero);
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await PvpDefenseModel.updateCe(roleId, hero.hid, hero.ce); // 更新pvp防守阵最强五人战力
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//await PvpDefenseModel.updateCe(roleId, hero.hid, hero.ce); // 更新pvp防守阵最强五人战力
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pushHeros.push({
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hid: hero.hid,
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ce: reduceCe(hero.ce),
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@@ -152,7 +152,6 @@ async function calculateTopFive(role: RoleType, hid: number, ce: number, heroId:
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role.topFive = topFive;
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role.topFiveCe = topFiveCe;
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return role;
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}
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@@ -496,7 +496,7 @@ export function reduceCe(ce: number = 0) {
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}
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export function getRandNum(min, max) {
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let randNum = min + Math.floor(Math.random()*(max - min + 1));
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let randNum = min + Math.floor(Math.random() * (max - min + 1));
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return randNum;
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}
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@@ -516,10 +516,10 @@ export function getRandomArr(allarr, ranNum) {
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// 获取全部属性
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export function getAllAttrStage () {
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export function getAllAttrStage() {
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let attrs = new Array<number>(); // 有升级的属性 1-hp 2-atk 3-def 4-mdef 5-agi 6-luk
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for(let stage = ABI_STAGE.START + 1; stage <= ABI_STAGE.END; stage++) {
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attrs.push(stage)
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for (let stage = ABI_STAGE.START + 1; stage <= ABI_STAGE.END; stage++) {
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attrs.push(stage)
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};
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return attrs;
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}
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}
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