洗炼
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@@ -1,16 +1,16 @@
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import { Application, BackendSession } from "pinus";
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import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, GOOD_TYPE } from "../../../consts";
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import { ItemInter } from "../../../pubUtils/interface";
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import { resResult, parseReward } from "../../../pubUtils/util";
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import { resResult, parseReward, getRandomByLen } from "../../../pubUtils/util";
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import { addItems, handleCost } from "../../../services/rewardService";
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import { EquipModel } from "../../../db/Equip";
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import { EquipModel, RandSe } from "../../../db/Equip";
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import { HeroModel, EPlace } from "../../../db/Hero";
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import Role from "../../../db/Role";
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import { calPlayerCeAndSave } from "../../../services/playerCeService";
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import { getGoodById, gameData } from "../../../pubUtils/data";
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import { EQUIP } from "../../../pubUtils/dicParam";
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import { ITID } from "../../../consts/constModules/itemConst";
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import { SSL_OP_SSLEAY_080_CLIENT_DH_BUG } from "constants";
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const _ = require('underscore');
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export default function(app: Application) {
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@@ -22,7 +22,7 @@ export class EquipHandler {
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constructor(private app: Application) {
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}
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// TODO 合成装备
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// 合成装备
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public async composeEquip(msg: { gid: number, originalEquip: number[]}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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@@ -63,7 +63,7 @@ export class EquipHandler {
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return resResult(STATUS.SUCCESS, { goods });
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}
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// TODO 装备栏强化
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// 装备栏强化
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public async strengthen(msg: { hid: number, ePlaceId: number, type: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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@@ -133,12 +133,84 @@ export class EquipHandler {
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}
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// TODO 装备洗炼锁定
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public async lockRandSe(msg: { }, session: BackendSession) {
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public async lockRandSe(msg: { eid: number, id: number, lock: boolean }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let {eid, id, lock} = msg;
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let equip = await EquipModel.findbySeqId(eid);
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if(!equip) return resResult(STATUS.EQUIP_NOT_FIND);
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let {randSe} = equip;
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if(!randSe || randSe.length <=0 ) {
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return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
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}
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// let lock = 0;
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// let result = await handleCost(roleId, sid, [{id: lock, count: 1}]);
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// if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let result = await EquipModel.lock(roleId, eid, id, lock);
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if(!result) {
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return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
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}
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return resResult(STATUS.SUCCESS, {curEquip: result});
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}
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// TODO 装备洗炼
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public async reStrengthen(msg: { }, session: BackendSession) {
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public async reStrengthen(msg: { eid: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let {eid } = msg;
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let equip = await EquipModel.findbySeqId(eid);
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if(!equip) return resResult(STATUS.EQUIP_NOT_FIND);
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let {id, randSe} = equip;
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if(!randSe || randSe.length <=0 ) {
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return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
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}
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let dicGoods = gameData.goods.get(id);
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if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {randomEffect} = dicGoods;
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let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur));
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let chosen = randSe.map(cur => cur.seid);
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let newRandSe = new Array<RandSe>();
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for(let i = 0; i < randSe.length; i++) {
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if(!randSe[i].locked) {
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pool = pool.filter(cur => !chosen.includes(cur.id));
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let random = getRandomByLen(pool);
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if(!random) break;
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chosen.push(random.id);
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let rand = 0;
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if(random.id > 0) rand = Math.floor(Math.random() * (random.max - random.min) + random.min);
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newRandSe.push({
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id: i + 1,
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seid: random.id,
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rand,
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locked: false
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});
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} else {
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newRandSe.push({
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id: i + 1,
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seid: randSe[i].seid,
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rand: randSe[i].rand,
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locked: randSe[i].locked
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});
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}
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}
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let cost = [];
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let result = await handleCost(roleId, sid, cost);
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if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let curEquip = await EquipModel.updateEquipInfo(eid, {randSe: newRandSe})
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return resResult(STATUS.SUCCESS,{curEquip});
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}
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@@ -147,6 +147,7 @@ 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_HAVE_NO_RANDSE: { code: 30403, simStr: '装备无随机属性' },
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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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@@ -3,7 +3,7 @@ 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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class RandSe {
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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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@@ -14,7 +14,7 @@ class RandSe {
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locked: boolean; // 洗炼是否锁定
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}
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class Holes {
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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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@@ -28,13 +28,15 @@ interface equipUpdate {
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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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holes?:Array<Holes>;
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randSe?: Array<RandSe>;
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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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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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@@ -48,16 +50,14 @@ export default class Equip extends BaseModel {
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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: 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, 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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@@ -72,12 +72,19 @@ export default class Equip extends BaseModel {
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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, 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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public static async findbySeqId(seqId: number, lean = true) {
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const equip: EquipType = await EquipModel.findOne({ seqId }).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, 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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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 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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@@ -108,6 +115,11 @@ export default class Equip extends BaseModel {
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let result: EquipType = await EquipModel.findOneAndUpdate({seqId}, {$set: equipUpdate}).lean(lean);
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return result;
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}
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public static async lock(roleId: string, seqId: number, id: number, lock: boolean) {
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let result: EquipType = await EquipModel.findOneAndUpdate({roleId, seqId, 'randSe.id': id}, {$set: {'randSe.$.locked': lock}}, {new: true, upsert: false}).select('seqId id randSe').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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@@ -33,7 +33,7 @@ export async function addBags(roleId: string, roleName: string, data: BagInter)
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export async function addEquips(roleId: string, roleName: string, weapon: EquipInter) {
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let { id, name, quality, suitId, hole, randomEffect, itid } = weapon;
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let {type} = ITID.get(itid);
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console.log(itid, type)
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let randomNum = RANDOM_SE_COUNT.get(quality);
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let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur));
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let chosen = new Array<number>();
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