寻宝:修复字段 bug
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@@ -98,7 +98,7 @@ export class ComBattleHandler {
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if (lv < COM_BTL_CONST.ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
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if (lv < COM_BTL_CONST.ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
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let blueprt = await ItemModel.findbyRoleAndGidAndCount(roleId, blueprtId, 1);
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let blueprt = await ItemModel.findbyRoleAndGidAndCount(roleId, blueprtId, 1);
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if (!blueprt) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_FOUND);
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if (!blueprt || blueprt.count < 1) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_FOUND);
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// 检查是否有已创建未结束的寻宝,预先占用一张藏宝图
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// 检查是否有已创建未结束的寻宝,预先占用一张藏宝图
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let teams = await ComBattleTeamModel.getTeamByCapAndStatus(roleId, COM_TEAM_STATUS.FIGHTING);
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let teams = await ComBattleTeamModel.getTeamByCapAndStatus(roleId, COM_TEAM_STATUS.FIGHTING);
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if (teams && blueprt.count <= teams.length) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_ENOUGH);
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if (teams && blueprt.count <= teams.length) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_ENOUGH);
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@@ -121,6 +121,14 @@ export default class ComBattleTeam extends BaseModel {
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@prop({ required: true, default: 1 })
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@prop({ required: true, default: 1 })
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roleCnt: number;
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roleCnt: number;
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// boss 总血量
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@prop({ required: true, default: 0 })
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bossHp: number;
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// boss 当前血量
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@prop({ required: true, default: 0 })
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bossCurHp: number;
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// 单个 boss 血量状态
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// 单个 boss 血量状态
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@prop({ required: false, type: BossHp, default: [] })
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@prop({ required: false, type: BossHp, default: [] })
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bossHpArr: Array<BossHp>;
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bossHpArr: Array<BossHp>;
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