fix 秘境json字段

This commit is contained in:
luying
2020-11-18 13:39:32 +08:00
parent b4c0dc7da7
commit 4f9d996003
16 changed files with 152 additions and 129 deletions
@@ -7,7 +7,7 @@ import { ExpeditionPointModel } from '../../../db/ExpeditionPoint';
import { RoleModel } from '../../../db/Role';
import { calculateSumCE, genCode } from '../../../pubUtils/util';
import { getPointRewardStatus, getResetRemainCnt, findOrCreateEnemies } from '../../../services/expeditionService';
import { EXPEDITION_CONST } from '../../../consts/consts';
import { EXPEDITION_CONST, EXPEDITION_WAR_RECORD_STATUS } from '../../../consts/consts';
import { WarReward } from '../../../services/warRewardService';
import { handleFixedReward } from '../../../services/rewardService';
import { getAp, setAp } from '../../../services/actionPointService';
@@ -39,7 +39,7 @@ export class ExpeditionBattleHandler {
expeditionRecord = await ExpeditionRecordModel.createRecord({
roleId, roleName, heroes: [], myCe
});
await findOrCreateEnemies(roleId, myCe, expeditionRecord.expeditionCode, 1, 0);
await findOrCreateEnemies(roleId, myCe, expeditionRecord.expeditionCode, 1, EXPEDITION_WAR_RECORD_STATUS.WAITING);
}
// 每一关的挑战状态
@@ -90,7 +90,7 @@ export class ExpeditionBattleHandler {
let { expeditionCode, heroes } = await ExpeditionRecordModel.createRecord({
roleId, roleName, heroes: [], myCe
});
await findOrCreateEnemies(roleId, myCe, expeditionCode, 1, 0);
await findOrCreateEnemies(roleId, myCe, expeditionCode, 1, EXPEDITION_WAR_RECORD_STATUS.WAITING);
await RoleModel.increaseExpeditionResetCnt(roleId, needRefresh, curTime);
let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCode(expeditionCode);
let curLv = 0;
@@ -119,13 +119,13 @@ export class ExpeditionBattleHandler {
let { myCe } = await ExpeditionRecordModel.getExpeditionRecordByCode(expeditionCode);
let curExpeditionWarRecord = await findOrCreateEnemies(roleId, myCe, expeditionCode, expeditionId, 0);
let curExpeditionWarRecord = await findOrCreateEnemies(roleId, myCe, expeditionCode, expeditionId, EXPEDITION_WAR_RECORD_STATUS.WAITING);
if(!curExpeditionWarRecord) {
return resResult(STATUS.EXPEDITION_MATCH_NO_PLAYER);
}
let { battleId, enemyFrom, enemies, battleStatus, ce: curCe } = curExpeditionWarRecord;
let nextCe = 0; // 下一关战力
let nextExpeditionWarRecord = await findOrCreateEnemies(roleId, myCe, expeditionCode, expeditionId + 1, -1);
let nextExpeditionWarRecord = await findOrCreateEnemies(roleId, myCe, expeditionCode, expeditionId + 1, EXPEDITION_WAR_RECORD_STATUS.HIDE);
if(nextExpeditionWarRecord) nextCe = nextExpeditionWarRecord.ce;
return resResult(STATUS.SUCCESS, {
@@ -171,7 +171,7 @@ export class ExpeditionBattleHandler {
if(!expeditionWarRecord ) {
return resResult(STATUS.EXPEDITION_MISS_WAR_RECORD);
}
if(expeditionWarRecord.battleStatus == 1) {
if(expeditionWarRecord.battleStatus == EXPEDITION_WAR_RECORD_STATUS.SUCCESS) {
return resResult(STATUS.EXPEDITION_DUPLICATE_CHALLENGE);
}
@@ -186,7 +186,7 @@ export class ExpeditionBattleHandler {
}
}, true);
let result = await ExpeditionWarRecordModel.updateBattleCode(expeditionCode, expeditionId, 0, battleCode);
let result = await ExpeditionWarRecordModel.updateBattleCode(expeditionCode, expeditionId, EXPEDITION_WAR_RECORD_STATUS.WAITING, battleCode);
return resResult(STATUS.SUCCESS, {
expeditionCode,
@@ -245,7 +245,8 @@ export class ExpeditionBattleHandler {
// 更新我方剩余血量
await ExpeditionRecordModel.updateHeroStatus(expeditionCode, expeditionRecord.heroes, heroes);
// 更新敌人剩余状态及战斗状态
expeditionWarRecord = await ExpeditionWarRecordModel.updateEnemiesStatus(expeditionCode, expeditionId, isSuccess?1:2, enemies);
let battleStatus = isSuccess?EXPEDITION_WAR_RECORD_STATUS.SUCCESS:EXPEDITION_WAR_RECORD_STATUS.FAIL;
expeditionWarRecord = await ExpeditionWarRecordModel.updateEnemiesStatus(expeditionCode, expeditionId, battleStatus, enemies);
// 更新battleRecord状态
await BattleRecordModel.updateBattleRecordByCode(battleCode, {
$set: { status: isSuccess?1: 2, star }
@@ -259,9 +260,11 @@ export class ExpeditionBattleHandler {
let reward = await warReward.saveReward(1);
let actordata = await roleLevelup(roleId, isSuccess?warInfo.kingExp:0);// 主公升级经验
// 更新下一关状态
await ExpeditionWarRecordModel.updateStatus(expeditionCode, expeditionId + 1, 0);
if(isSuccess) {
// 更新下一关状态
await ExpeditionWarRecordModel.updateStatus(expeditionCode, expeditionId + 1, EXPEDITION_WAR_RECORD_STATUS.WAITING);
}
return resResult(STATUS.SUCCESS, {
expeditionCode, expeditionId,
battleCode, battleId,