活动:清理数据

This commit is contained in:
陆莹
2022-03-21 19:50:46 +08:00
parent 1c3d1c209c
commit 4f5edb7386
60 changed files with 1447 additions and 1076 deletions

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@@ -686,7 +686,7 @@ export enum TASK_TYPE {
COM_BATTLE_ASSIST_TEAM = 53, // 队友协助寻宝
COM_BATTLE = 54, // 寻宝
// COM_BATTLE_QUALITY = 55, // 按品质寻宝
COM_BATTLE_DROP = 56, // 寻宝掉落碎片
// COM_BATTLE_DROP = 56, // 寻宝掉落碎片
PVP = 57, // PVP挑战
PVP_WIN = 58, // PVP胜利
PVP_RECEIVE_BOX = 59, // 领取宝箱
@@ -696,7 +696,7 @@ export enum TASK_TYPE {
GUILD_JOB = 63, // 军团官职
GUILD_DONATE = 64, // 军团捐献
GUILD_RECEIVE_BOX = 65, // 领取活跃宝箱
GUILD_REFINE = 66, // 军团炼器
// GUILD_REFINE = 66, // 军团炼器
GUILD_ASSIST_REFINE = 67, // 军团助力加速
GUILD_TRAIN_SUCESS = 68, // 军团练兵场成功压制
GUILD_BOSS = 69, // 军团演武台挑战
@@ -715,7 +715,7 @@ export enum TASK_TYPE {
ROLE_TERAPH_STAGE_UP = 82, // 神像进阶
// EQUIP_QUALITY_COUNT = 83, // 获得*件品质的*装备
HERO_WAKE_UP_COUNT = 84, // *名武将觉醒
GUILD_JOIN_ACTIVITY_END = 85, // 参与*军团活动到结束
// GUILD_JOIN_ACTIVITY_END = 85, // 参与*军团活动到结束
ACTIVITY_RMB = 86, // 累计充值*元
EQUIP_LV_TO = 87, // x件装备强化至x级
EQUIP_PUT_JEWEL = 88, // 多少件装备多少阶天晶石
@@ -738,6 +738,8 @@ export enum TASK_TYPE {
JEWEL_RESET = 105, // 天晶洗练
JEWEL_QUENCH = 106, // 天晶淬炼
JEWEL_QUENCH_SUCCESS = 107, // 天晶淬炼成功
COM_BATTLE_LV = 108, // 军团寻宝
GUILD_REFINE = 109, // 军团兑换
}
// 任务累积类型

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@@ -8,6 +8,8 @@ import { PVP } from '../pubUtils/dicParam';
@index({ roleId: 1 })
export default class PvpDefense extends BaseModel {
@prop({ required: true })
serverId: number; // 区 id
@prop({ required: true })
roleId: string; // 角色 id
@prop({ required: true })

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@@ -1,10 +1,11 @@
import { HeroType } from "../../db/Hero";
import { EPlace, HeroType } from "../../db/Hero";
import { JewelType } from "../../db/Jewel";
import { HeroScore } from "../battleField/pvp";
export class TaskParamInter {
hero?: HeroType; // 武将数据
heroes?: HeroType[]; // 很多武将数据
count?: number; // 抽卡的次数
count?: number; // 次数
warId?: number; // 当前关卡id
towerLv?: number; // 镇念塔层数
@@ -18,6 +19,12 @@ export class TaskParamInter {
connectLv?: number; // 羁绊等级
isSuccess?: boolean; // pvp是否胜利
heroScores?: HeroScore[]; // pvp各武将积分
eventType?: number; // 奇遇类型
point?: number; // 远征宝箱点数
pvpRank?: number; // pvp等级
guildJob?: number; // 军团职位
isComplete?: boolean; // 练兵场是否压制
oldLv?: number; // 原武将等级,原玩家等级
oldStar?: number; // 原武将星级
@@ -25,11 +32,30 @@ export class TaskParamInter {
oldJob?: number; // 原武将职业
oldJobStage?: number; // 原武将职业阶
oldFavourLv?: number; // 原好感度等级
quality?: number; // 图纸品质
aid?: number; // 军团活动id
gid?: number; // 物品id
hid?: number; // 百家学宫当前武将
preHid?: number; // 百家学宫前一个武将位置
title?: number; // 当前爵位
oldTitle?: number; // 之前的爵位
scrollActive?: boolean; // 是否是激活
oldEplace?: EPlace[]; // 原装备栏
newEplace?: EPlace[]; // 新装备栏
ePlaceId?: number; // 装备栏上更新的装备(一个)
ePlaceIds?: number[]; // 装备栏上更新的装备
oldEquip?: EPlace; // 原装备栏(一个)
newEquip?: EPlace; // 新装备栏(一个)
jewels?: JewelType[]; // 天晶石
};
export class TaskParam extends TaskParamInter {
public setParam(params: TaskParamInter) {
public setParam(params: TaskParamInter = {}) {
for(let key in params) {
this[key] = params[key];
}

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@@ -1,377 +0,0 @@
import { HeroModel, HeroType, } from '../db/Hero';
import { ItemModel } from '../db/Item';
import { gameData } from './data';
import { ITID, CURRENCY_BY_TYPE, CURRENCY_TYPE, ROLE_SELECT, FIGURE_UNLOCK_CONDITION, CONSUME_TYPE, HERO_SYSTEM_TYPE, ITEM_CHANGE_REASON } from '../consts';
import { getRandValueByMinMax, getRandEelm, getRandEelmWithWeight, getDecimalCnt } from './util';
import { findWhere } from 'underscore';
import { RoleModel, RoleType, } from '../db/Role';
import { Figure } from '../domain/dbGeneral';
import { getTimeFun } from './timeUtil';
import { reCalAllHeroCe } from './playerCe';
// import { checkTask, checkTaskWithHeroes, checkTaskWithEquip, accomplishTask } from './taskUtil';
import { SkinModel, } from '../db/Skin';
import { TaskListReturn } from '../domain/roleField/task';
import { JewelModel, jewelUpdate, RandSe, } from '../db/Jewel';
/**
* 只插入皮肤,不管那么多的
* @param roleId
* @param roleName
* @param skinId
* @returns
*/
export async function increaseSkin(roleId:string, roleName: string, skinId: number) {
let dicSkin = gameData.fashion.get(skinId);
if (!dicSkin) return false;
let skin = await SkinModel.increaseSkin(roleId, skinId, { roleId, roleName, id: skinId, skinName: dicSkin.name, hid: dicSkin.actorId, skinId: dicSkin.heroId });
if(!skin) return false; // 插入失败
return skin
}
/**
* 添加皮肤
* @param roleId 玩家id
* @param roleName 玩家名
* @param id 皮肤id
* @param hero 武将如果已经查询过这个武将就不用再查询一次主意要select skins字段
* @returns {{ hero, figureInfo, calAllHeroResult }} hero添加皮肤后的武将 figureInfo: 触发头像添加信息 calAllHeroResult全局战力加成后结果
*/
export async function addSkin(roleId: string, roleName: string, skinId: number, enable: boolean, hero?: HeroType) {
let skin = await increaseSkin(roleId, roleName, skinId);
if(!skin) return false;
if(skin.hid && !hero) hero = await HeroModel.findByHidAndRole(skin.hid, roleId);
let condition = { type: FIGURE_UNLOCK_CONDITION.GET_SKIN, paramSkinId: skinId };
let figureInfo = await unlockFigure(roleId, [condition]); // 解锁头像
let calAllHeroResult = await reCalAllHeroCe(HERO_SYSTEM_TYPE.ADD_SKIN, roleId, {}, [skinId]); // 全局加成
if (hero) { // 有武将的,将皮肤链接到武将上
if (!findWhere(hero.skins, { id: skinId })) {
hero.skins.push({ id: skinId, skin: skin._id, enable, skinId: skin.skinId });
await HeroModel.updateHeroInfo(roleId, hero.hid, hero);
}
return { hero, figureInfo, calAllHeroResult };
} else {
return { hero: null, figureInfo, calAllHeroResult }
}
}
export async function addBags(roleId: string, roleName: string, datas: { id: number, count: number }[], reason: number) {
let items: { id: number, count: number, inc: number }[] = [];
for(let data of datas) {
let item = await addBag(roleId, roleName, data, reason);
items.push(item)
}
return { items }
}
export async function addBag(roleId: string, roleName: string, data: { id: number, count: number }, reason: number) {
let { id, count } = data;
let { name: itemName, itid, hid } = gameData.goods.get(id);
let { type } = ITID.get(itid);
let item = await ItemModel.increaseItem(roleId, id, count, { roleId, roleName, itemName, id, type, hid });
return { id: item.id, count: item.count, inc: count, reason };
}
export async function addJewels(roleId: string, roleName: string, jewels: { id: number, }[], reason: number) {
let jewelInfo: jewelUpdate[] = [];
for(let jewel of jewels) {
let info = await getAddJewelInfo(roleId, roleName, jewel);
jewelInfo.push(info);
}
const jewelResult = await JewelModel.createJewels(roleId, jewelInfo);
let pushMessages: TaskListReturn[] = [];
// TODO 修改任务
// for(let equip of jewelResult) {
// let pushMessage = await checkTaskWithEquip(roleId, TASK_TYPE.EQUIP_SUIT, equip);
// if(reason == ITEM_CHANGE_REASON.EQUIP_COMPOSE) {
// let pm = await checkTaskWithEquip(roleId, TASK_TYPE.EQUIP_COMPOSE_SUIT, equip);
// pushMessages.push(...pm);
// }
// pushMessages.push(...pushMessage);
// }
return { jewels: jewelResult.map(jewel => {
return { ...jewel, count: 1, inc: 1, reason }
}), pushMessages }
}
export async function getAddJewelInfo(roleId: string, roleName: string, jewel: { id: number, }) {
let { id, } = jewel;
let { name, randomEffect, effectCount } = gameData.jewel.get(id);
// 随机属性
let randomResult: number[] = getRandEelm(randomEffect, effectCount);
let randSe: Array<RandSe> = randomResult.map((id: number, index: number) => {
return getJewelRandSe(index + 1, id);
});
return { roleId, roleName, id, name, randSe };
}
/**
* 天晶石已知词条随机值
* @param id 词条位置,第几条
* @param seid 词条id
* @returns
*/
export function getJewelRandSe(id: number, seid: number) {
let dicRandom = gameData.randomEffectPool.get(seid)
let rand = 0;
if (dicRandom.id > 0) {
let randRange = getRandEelmWithWeight(dicRandom.rate);
let randResult = getRandValueByMinMax(randRange.dic.min, randRange.dic.max, getDecimalCnt(dicRandom.gap));
let n = Math.floor((randResult - dicRandom.Min)/dicRandom.gap);
rand = dicRandom.Min + n * dicRandom.gap;
}
return new RandSe(id, dicRandom.id, rand);
}
export function getGoldId() {
return CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD);
}
/**
* @description 获取元宝物品 { id, count }
* @param count 元宝数量
*/
export function getGoldObject(count: number) {
return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count };
}
/**
* @description 获取金币物品 { id, count }
* @param count 元宝数量
*/
export function getCoinObject(count: number) {
return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count };
}
/**
* @description 获取体力物品 { id, count }
* @param count 体力数量
*/
export function getApObject(count: number) {
return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.ACTION_POINT), count };
}
/**
* @description 获取友情点物品 { id, count }
* @param count 友情点数量
*/
export function getFriendPointObject(count: number) {
return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.FRIEND_POINT), count };
}
/**
* @description 获取功勋物品 { id, count }
* @param count 功勋数量
*/
export function getHonourObject(count: number) {
return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.HONOUR), count };
}
/**
* 返回 解锁头像/相框
* @param conditions 解锁条件
* @param role 如果已查询过role表就直接可以使用
*/
export function unlockFigureWithoutSave(conditions: { type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number, paramWinStreakNum?: number }[], role: RoleType) {
let { heads, frames, spines } = role;
let figureInfo = { heads: new Array<Figure>(), frames: new Array<Figure>(), spines: new Array<Figure>() };
for (let { type, paramHid, paramFavourLv, paramSkinId, paramWinStreakNum } of conditions) {
let canUnLockList = gameData.figureCondition.get(type);
if (canUnLockList) {
let reason = 0;
for (let { id, params, gid } of canUnLockList) {
let flag = false; // 是否达成条件
if (type == FIGURE_UNLOCK_CONDITION.GET_HERO) {
let [hid] = params;
if (paramHid == hid) flag = true;
reason = ITEM_CHANGE_REASON.GET_HERO_UNLOCK_FIGURE;
} else if (type == FIGURE_UNLOCK_CONDITION.HERO_FAVOR) {
let [hid, favourLv] = params;
if (paramHid == hid && paramFavourLv >= favourLv) flag = true;
reason = ITEM_CHANGE_REASON.HERO_FAVOR_UNLOCK_FIGURE;
} else if (type == FIGURE_UNLOCK_CONDITION.GET_SKIN) {
let [id] = params;
if (paramSkinId == id) flag = true;
reason = ITEM_CHANGE_REASON.ADD_SKIN_UNLOCK_FIGURE;
} else if (type == FIGURE_UNLOCK_CONDITION.PVP_WIN_SERIES) {
let [winStreakNum] = params;
if (paramWinStreakNum >= winStreakNum) flag = true;
reason = ITEM_CHANGE_REASON.PVP_SERIES_UNLOCK_FIGURE;
}
if (!flag) continue;
let dicGood = gameData.goods.get(gid);
if (!dicGood) continue;
let dicItid = ITID.get(dicGood.itid);
if (!dicItid) continue;
if (dicItid.type == CONSUME_TYPE.HEAD) {
let figure = unlockSingleFigure(heads, gid, reason, false, id);
if (figure && figure.unlocked) figureInfo.heads.push(figure);
} else if (dicItid.type == CONSUME_TYPE.FRAME) {
let figure = unlockSingleFigure(frames, gid, reason, false, id);
if (figure && figure.unlocked) figureInfo.frames.push(figure);
} else if (dicItid.type == CONSUME_TYPE.SPINE) {
let figure = unlockSingleFigure(spines, gid, reason, false, id);
if (figure && figure.unlocked) figureInfo.spines.push(figure);
} else {
continue;
}
}
}
}
return { figureInfo, heads, frames, spines };
}
/**
* 解锁头像/相框
* @param roleId 玩家id
* @param conditions 解锁条件
* @param role 如果已查询过role表就直接可以使用
*/
export async function unlockFigure(roleId: string, conditions: { type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number, paramWinStreakNum?: number }[], role?: RoleType) {
if (!role || !role.heads || !role.frames) {
role = await RoleModel.findByRoleId(roleId, ROLE_SELECT.GET_HEADS);
}
let { figureInfo, heads, frames, spines } = unlockFigureWithoutSave(conditions, role);
role = await RoleModel.updateRoleInfo(roleId, { heads, frames, spines });
return figureInfo;
}
// 直接获得形象/相框
export async function addFigure(roleId: string, ids: number[], reason: number) {
let role = await RoleModel.findByRoleId(roleId, ROLE_SELECT.GET_HEADS);
if (!role) return false;
let { heads, frames, spines } = role;
let figureInfo = { heads: [], frames: [], spines: [] };
for (let gid of ids) {
let dicGoods = gameData.goods.get(gid);
if (!dicGoods) continue;
let dicItid = ITID.get(dicGoods.itid);
if (!dicItid) continue;
if (dicItid.type == CONSUME_TYPE.HEAD) {
let figure = unlockSingleFigure(heads, gid, reason, true);
if (figure && figure.unlocked) figureInfo.heads.push(figure);
} else if (dicItid.type == CONSUME_TYPE.FRAME) {
let figure = unlockSingleFigure(frames, gid, reason, true);
if (figure && figure.unlocked) figureInfo.frames.push(figure);
} else if (dicItid.type == CONSUME_TYPE.SPINE) {
let figure = unlockSingleFigure(spines, gid, reason, true);
if (figure && figure.unlocked) figureInfo.spines.push(figure);
} else {
continue;
}
}
role = await RoleModel.updateRoleInfo(roleId, { heads, frames, spines });
return figureInfo;
}
/**
* 根据物品id解锁/获得玩家数据
* @param dbFigures 数据库内字段
* @param id 物品id
* @param unlockDirect 是否不计算解锁条件直接解锁
* @param conditionId 条件id
*/
function unlockSingleFigure(dbFigures: Figure[], id: number, reason: number, unlockDirect = false, conditionId?: number) {
let index = dbFigures.findIndex(cur => cur.id == id);
let figure = dbFigures[index];
if (index == -1) {
figure = new Figure(id, false);
dbFigures.push(figure);
index = dbFigures.length - 1;
}
if (figure.unlocked) return; // 已解锁过
if (!figure.unlockedId) figure.unlockedId = new Array<number>();
let dicGoods = gameData.goods.get(id);
let hasUnlockedAll = true;
if (!unlockDirect) { // 不能直接获得需要通过type解锁
if (figure.unlockedId.includes(conditionId)) return;
figure.unlockedId.push(conditionId);
for (let { id: cid } of dicGoods.condition) {
if (!figure.unlockedId.includes(cid)) {
hasUnlockedAll = false; break;
}
}
}
if (hasUnlockedAll) {
figure.unlocked = true;
delete figure.unlockedId;
if (dicGoods.timeLimit) {
figure.time = <number>getTimeFun().getAfterDay(dicGoods.timeLimit); // timeLimit天以后
}
}
figure.inc = 1;
figure.reason = reason;
dbFigures[index] = figure;
return figure
}
// async function getSkinsOfThisHero(roleId: string, roleName: string, hid: number, initialSkin: number, allSkins?: SkinType[]) {
// if(!allSkins) allSkins = await SkinModel.findbyRoleAndHid(roleId, hid);
// let skin = await increaseSkin(roleId, roleName, initialSkin);
// if(skin) allSkins.push(skin);
// let skins: { id: number, skin: string, enable: boolean }[] = [];
// for(let skin of allSkins) {
// skins.push({ id: skin.id, skin: skin._id, enable: skin.id == initialSkin });
// }
// return skins
// }
export function combineFigureInfo(figureInfos: { heads: Figure[], frames: Figure[], spines: Figure[] }[]) {
let figureInfo = { heads: new Array<Figure>(), frames: new Array<Figure>(), spines: new Array<Figure>() };
for(let {heads, frames, spines} of figureInfos) {
for(let head of heads) {
figureInfo.heads.push(head);
}
for(let frame of frames) {
figureInfo.frames.push(frame);
}
for(let spine of spines) {
figureInfo.spines.push(spine);
}
}
return figureInfo;
}
export function transPiece(hid: number) {
let dicHero = gameData.hero.get(hid);
let count = gameData.heroTransPiece.get(dicHero.quality);
return { pieceId: dicHero.pieceId, count }
}
// export class CreateHero {
// roleId: string;
// roleName: string;
// serverId: number;
// constructor(roleId: string, roleName: string, serverId: number) {
// }
// }