军团bug和备注
This commit is contained in:
@@ -6,7 +6,7 @@ import { BattleRecordModel } from '../../../db/BattleRecord';
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import { nowSeconds, getTodayZeroPoint } from '../../../pubUtils/timeUtil';
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import { getBossInstanceInfo, bossResult, checkMemberExists, pushBossHpMessage, getBossInstanceWhenEnd, addBossInstance } from '../../../services/guildBossService';
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import { findWhere } from 'underscore'
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import { GUILD_STRUCTURE, GUILD_POINT_WAYS } from '../../../consts/constModules/guildConst';
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import { GUILD_STRUCTURE, GUILD_BOSS_STATUS, GUILD_POINT_WAYS } from '../../../consts/constModules/guildConst';
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import { DATA_NAME } from '../../../consts/dataName';
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import { UserGuildModel } from '../../../db/UserGuild';
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import { GUILD_OPERATE } from '../../../consts';
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@@ -14,7 +14,6 @@ import { checkAuth, addActive } from '../../../services/guildService';
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import { GuildModel } from '../../../db/Guild';
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import { getBossByLv } from '../../../pubUtils/data';
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import { lockData } from '../../../services/redLockService';
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import { handleCost } from '../../../services/rewardService';
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export default function (app: Application) {
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return new GuildHandler(app);
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@@ -51,10 +50,9 @@ export class GuildHandler {
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const { guildCode: code } = userGuild;
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let bossInstance = await BossInstanceModel.findBossInstance(code);
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if (!bossInstance) {
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return resResult(STATUS.SUCCESS, {status: 1});//1:等待团长开启,2:今日已开启,且boss通关,3:开启中
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return resResult(STATUS.SUCCESS, {status: GUILD_BOSS_STATUS.WAIT_OPEN});//等待团长开启
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}
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let result = await getBossInstanceInfo(bossInstance, roleId);
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return resResult(STATUS.SUCCESS, result);
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}
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@@ -75,22 +73,27 @@ export class GuildHandler {
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return resResult(STATUS.REDLOCK_ERR);
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let bossInstance = await BossInstanceModel.findBossInstance(code);
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if (!!bossInstance && ( bossInstance.bossHp > 0 || bossInstance.startTime >= getTodayZeroPoint() )) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_SCRIPT_IS_OPENED_TODAY);
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}
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const guild = await GuildModel.findByCode(code, serverId, 'lv structure');
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if(!guild) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_NOT_FOUND);
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}
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const { structure } = guild;
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const curStructure = structure.find(cur => cur.id == GUILD_STRUCTURE.BOSS);
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if(!curStructure) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_STRUCTURE_NOT_FOUND);
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}
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let bossBase = getBossByLv(curStructure.lv);
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let { bossHp, warId } = getRandomByLen(bossBase.wars);
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let resGuild = await GuildModel.costFund(code, bossBase.opencost);
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if (!resGuild)
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if (!resGuild) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_FUND_NOT_ENOUGH);
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}
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await BossInstanceModel.openBossInstance(code, bossHp, warId, bossBase.bossLevel);
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res.releaseCallback();
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let result = {warId, ranks: [], myRank: {}, bossHp, status: 3, bossLv: bossBase.bossLevel, isBattled: false};
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@@ -145,7 +148,7 @@ export class GuildHandler {
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}
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//记录伤害
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let bossInstance = await BossInstanceModel.updateBossHp(code, damage, roleId);
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if (!bossInstance) {//进入结算
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if (!bossInstance|| bossInstance.bossHp == 0) {//进入结算
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let flag = await bossResult(code, serverId, DATA_NAME.BOSS_SCRIPT, roleId, damage);
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if (!flag) {
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return resResult(STATUS.WRONG_PARMS);
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@@ -87,20 +87,28 @@ export class GuildRefineHandler {
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let guildRefine = await GuildRefineModel.getRefine(code);
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let nowTime = nowSeconds();
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for (let scienceTree of guildRefine.scienceTrees) {
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if (scienceTree.id == id)
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if (scienceTree.id == id) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_LIGHT_UP_THE_SCIENCETREE);
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}
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if (scienceTree.endTime > nowTime)
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if (scienceTree.endTime > nowTime) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_SCIENCETREE_IS_RUNNING);
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}
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}
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for (let prePosition of developConsume.prePositions) {
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let scienceTree = findWhere(guildRefine.scienceTrees, {id: prePosition});
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if (!scienceTree||scienceTree.endTime > nowTime)
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if (!scienceTree||scienceTree.endTime > nowTime) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT);
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}
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}
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const costResult = await GuildModel.costFund(code, developConsume.fundConsume);
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if(!costResult)
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if(!costResult) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_FUND_NOT_ENOUGH);
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}
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let scienceTree = { id, endTime: nowTime + developConsume.timeConsume, assistRoleIds: []}
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let { scienceTrees } = await GuildRefineModel.pushRefine(code, scienceTree);
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res.releaseCallback();
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@@ -122,16 +130,24 @@ export class GuildRefineHandler {
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let guildRefine = await GuildRefineModel.getRefine(code);
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let index = findIndex(guildRefine.scienceTrees, { id });
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if (index == -1)
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if (index == -1) {
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res.releaseCallback();
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return resResult(STATUS.WRONG_PARMS);
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}
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let scienceTree = guildRefine.scienceTrees[index];
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if (scienceTree.assistRoleIds.indexOf(roleId) != -1)
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if (scienceTree.assistRoleIds.indexOf(roleId) != -1) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_IS_ASSISTED_SCIENCETREE);
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if (scienceTree.assistRoleIds.length >= ARMY.ARMY_DEVELOPMENT_SPEEDTMES)
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}
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if (scienceTree.assistRoleIds.length >= ARMY.ARMY_DEVELOPMENT_SPEEDTMES) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_REACH_MAX_ASSIST_COUNT);
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}
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let result = await handleCost(roleId, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count: ARMY.ARMY_DEVELOPMENT_SPEEDCOST}]);
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if (!result)
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if (!result) {
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res.releaseCallback();
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return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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}
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scienceTree.assistRoleIds.push(roleId);
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scienceTree.endTime = scienceTree.endTime - ARMY.ARMY_DEVELOPMENT_SPEED * 60;
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let { scienceTrees } = await GuildRefineModel.updateRefine(code, { scienceTrees: guildRefine.scienceTrees })
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@@ -180,18 +180,24 @@ export class GuildTrainHandler {
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return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
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}
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let trainInstance = findWhere(guildTrain.trainInstances, { hid });
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if (!trainInstance)
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if (!trainInstance) {
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res.releaseCallback();//解锁
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return resResult(STATUS.WRONG_PARMS);
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}
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let { trainInstances, soloRewardRatio } = getArmyTrainJuDian(trainId);
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let instance = findWhere(trainInstances, { hid });
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if (!instance)
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if (!instance) {
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res.releaseCallback();//解锁
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return resResult(STATUS.WRONG_PARMS);
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}
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let trainSoloReward = getTrainSoloReward(battleRecord.record.difficulty);
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if (!trainSoloReward)
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if (!trainSoloReward) {
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res.releaseCallback();//解锁
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return resResult(STATUS.WRONG_PARMS);
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let addScore = Math.floor((isSuccess?trainSoloReward.winScore:trainSoloReward.failScore) * (soloRewardRatio + 100 ) / 100);
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let goods = await addItems(roleId, roleName, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.HONOUR), count: isSuccess?trainSoloReward.failHonour:trainSoloReward.failHonour}]);
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}
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let addScore = Math.floor((isSuccess?trainSoloReward.winScore:trainSoloReward.failScore));
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let goods = await addItems(roleId, roleName, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.HONOUR), count: (isSuccess?trainSoloReward.failHonour:trainSoloReward.failHonour) * (soloRewardRatio + 100 ) / 100}]);
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//是否压制
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let { isComplete, ranks } = guildTrain;
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let reports = [];
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@@ -266,14 +272,20 @@ export class GuildTrainHandler {
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return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
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}
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let trainInstance = findWhere(guildTrain.trainInstances, { hid });
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if (trainInstance.endTime < nowSeconds())
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if (trainInstance.endTime < nowSeconds()) {
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res.releaseCallback();//解锁
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return resResult(STATUS.GUILD_TRAIN_BOX_IS_OVER_TIME);
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}
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let trainBox = findWhere(trainInstance.trainBoxs, { index })
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if (!!trainBox)
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if (!!trainBox) {
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res.releaseCallback();//解锁
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return resResult(STATUS.GUILD_TRAIN_BOX_INDEX_IS_GOT);
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}
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trainBox = findWhere(trainInstance.trainBoxs, { roleId })
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if (!!trainBox)
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if (!!trainBox) {
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res.releaseCallback();//解锁
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return resResult(STATUS.GUILD_TRAIN_BOX_IS_GOT);
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}
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let good = getRandomByLen(heroRewards);
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good.count = Math.floor((100 + shilianRewardRatio) * good.count/100);
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let goods = await addItems(roleId, roleName, sid, [good]);
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@@ -282,8 +294,7 @@ export class GuildTrainHandler {
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res.releaseCallback();//解锁
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if (!resGuildTrain) {
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let result:any = getGuildTrainRewards(guildTrain);
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return resResult(STATUS.GUILD_GET_TRAIN_BOX_FAIL, result);
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return resResult(STATUS.GUILD_GET_TRAIN_BOX_FAIL);
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}
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let result:any = getGuildTrainRewards(resGuildTrain);
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@@ -12,43 +12,46 @@ import { getArmyBossRank } from '../pubUtils/data';
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import { getMailContent } from '../services/mailService';
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import { pushMail } from '../pubUtils/interface';
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import { MAIL_TYPE } from '../consts';
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import { GUILD_BOSS_STATUS } from '../consts/constModules/guildConst';
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/**
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*
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* @param bossInstance
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* @param roleId
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*/
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export async function getBossInstanceInfo(bossInstance: BossInstanceType, roleId:string) {
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let { warId, ranks, bossHp, bossLv, winWarId, winTime, roleIdRecords, guildCode } = bossInstance;
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let { warId, ranks, bossHp, bossLv, winWarId, winTime, roleIdRecords, guildCode, startTime, winBossLv } = bossInstance;
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ranks.sort(function(a, b) {
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return b.score - a.score + a.time - b.time;
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});
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let result:any = {};
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//1:等待团长开启,2:今日已开启,且boss通关,3:开启中
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if ( bossInstance.bossHp <= 0 ) {
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if (!!winWarId && winTime > getTodayZeroPoint() && roleIdRecords.indexOf(roleId) == -1) {
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result = { winWarId };
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await BossInstanceModel.recordRoleIdWhenCheck(guildCode, roleId);
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}
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if (bossInstance.startTime < getTodayZeroPoint()) {
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result.status = 1;
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if (!!winWarId && winTime > getTodayZeroPoint() && roleIdRecords.indexOf(roleId) == -1) {
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//今日通关过,且首次点开boss界面,提示某某boss已通关
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result = { showParam: { winWarId, winBossLv } };
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await BossInstanceModel.recordRoleIdWhenCheck(guildCode, roleId);
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}
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if ( bossHp <= 0 ) {
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result = { warId };
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if (startTime < getTodayZeroPoint()) {
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//今日未开启过boss,等待开启
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result.status = GUILD_BOSS_STATUS.WAIT_OPEN;
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return result;
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} else {
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result.status = 2;
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//今日已开启,且boss通关
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result.status = GUILD_BOSS_STATUS.OPENED;
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return result;
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}
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}
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let isBattled = false;
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let myRank = {};
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let lastRanks = ranks.map(({roleId: battleRoleId, score, time}, index) => {
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if (roleId == battleRoleId) {
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myRank = {roleId, score, rankLv: index + 1};
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myRank = { roleId, score, rankLv: index + 1 };
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if (time >= getTodayZeroPoint())
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isBattled = true;
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}
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return {roleId, score, rankLv: index + 1};
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});
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return {warId, ranks: lastRanks, myRank, bossHp, status: 3, isBattled, bossLv};
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return { warId, ranks: lastRanks, myRank, bossHp, status: GUILD_BOSS_STATUS.OPEN, isBattled, bossLv };
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}
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/**
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* 战斗结束返回
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@@ -57,16 +60,16 @@ export async function getBossInstanceInfo(bossInstance: BossInstanceType, roleId
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* @param battleNum
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*/
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export async function getBossInstanceWhenEnd(bossInstance: BossInstanceType, roleId:string, battleNum:number) {
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let { warId, ranks, bossHp, winWarId, guildCode, recordRanks, winNum, bossLv } = bossInstance;
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let { warId, ranks, bossHp, winWarId, guildCode, recordRanks, winNum, bossLv, winBossLv } = bossInstance;
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let pushRanks;
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let result:any = {};
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if (battleNum == winNum) {
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pushRanks = deepCopy(recordRanks);
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result = {warId: winWarId, bossHp: 0, bossLv, status: 3};
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result = {warId: winWarId, bossHp: 0, bossLv: winBossLv, status: GUILD_BOSS_STATUS.OPEN};
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await BossInstanceModel.recordRoleIdWhenCheck(guildCode, roleId);
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} else {
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pushRanks = deepCopy(ranks);
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result = {warId, bossHp, bossLv, status: 3};
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result = {warId, bossHp, bossLv, status: GUILD_BOSS_STATUS.OPEN};
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}
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pushRanks.sort(function(a, b) {
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return b.score - a.score + a.time - b.time;
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@@ -99,7 +102,7 @@ export async function bossResult(code: string, serverId: number, dataName: strin
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let res:any = await lockData(serverId, dataName, code);//加锁
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if (!!res.err)
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return true;
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let {winSettled, ranks, num, warId, bossHp} = await BossInstanceModel.findBossInstance(code);//锁定关卡信息
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let {winSettled, ranks, num, warId, bossHp, bossLv} = await BossInstanceModel.findBossInstance(code);//锁定关卡信息
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if (winSettled) {
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res.releaseCallback();//解锁
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await BossInstanceModel.recordRoleIdWhenCheck(code, roleId);
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@@ -115,7 +118,7 @@ export async function bossResult(code: string, serverId: number, dataName: strin
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res.releaseCallback();//解锁
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return true;
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}
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let { recordRanks } = await BossInstanceModel.updateBossInstance(code, { bossHp: 0, winSettled: true, ranks, recordRanks: ranks, winNum: num, winWarId: warId, roleIdRecords:[roleId]}, );
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let { recordRanks } = await BossInstanceModel.updateBossInstance(code, { bossHp: 0, winSettled: true, ranks, recordRanks: ranks, winNum: num, winWarId: warId, winBossLv: bossLv, roleIdRecords:[roleId]}, );
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await pushBossHpMessage(code, serverId, 0, true);
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res.releaseCallback();//数据修改解锁
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recordRanks.sort(function(a, b) {
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@@ -180,7 +183,7 @@ export async function checkMemberExists(code: string, serverId:number, roleId: s
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if(!battleRecord || battleRecord.status != 0 || roleId != battleRecord.roleId) {
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return false;
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}
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addBossInstance(code, serverId, roleId);
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await addBossInstance(code, serverId, roleId);
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flag = true;
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}
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return flag;
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@@ -118,6 +118,12 @@ export enum GUILD_REC_TYPE {
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IMPEACH = 11, // 弹劾 roleName roleName
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}
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//1:等待团长开启,2:今日已开启,且boss通关,3:开启中
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export enum GUILD_BOSS_STATUS {
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WAIT_OPEN = 1,
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OPENED = 2,
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OPEN = 3,//开启中
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}
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export const GUILD_REPORT_NUM = 40;
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export const REFRESH_HOUR = 5;
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@@ -1,7 +1,7 @@
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export enum DATA_NAME {
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BOSS_SCRIPT = 'BossInstance',
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TRAIN = 'BossInstance',
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TRAIN_BOX = 'BossInstanceBox',
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TRAIN = 'TrainInstance',
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TRAIN_BOX = 'TrainInstanceBox',
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GUILD = 'Guild',
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GUILD_REFINE = 'GuildRefine',
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GUILD_ASSIST_REFINE = 'GuildAssistRefine',
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@@ -32,22 +32,25 @@ export default class BossInstance extends BaseModel {
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startTime: number;
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@prop({ required: true, default: 0})
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num: number;
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num: number; //重置次数
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@prop({ required: true, default:[], type: String, _id: false})
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roleIdRecords: Array<string>; //记录提示过胜利boss关的玩家
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@prop({ required: true })
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winWarId: number; //记录上一次通关的关卡
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winWarId: number; //记录上一次通关的关卡,boss被压制成功后,首次点开boss界面会提示文字,boss已被压制
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@prop({ required: true })
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winBossLv: number; //记录上一次通关的boss等级
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@prop({ required: true })
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winTime: number; //记录上一次通关的时间
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@prop({ required: true, default: 0})
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winNum: number;
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winNum: number; //记录上一次重置次数
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@prop({ required: true, type: Rank, default:[]})
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recordRanks:Array<Rank>;
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recordRanks:Array<Rank>;//上一场排名信息
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@prop({ required: true, default: false })
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winSettled: boolean; //胜利是否结算过
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51
shared/resource/jsons/dic_army_structureOpen.json
Normal file
51
shared/resource/jsons/dic_army_structureOpen.json
Normal file
@@ -0,0 +1,51 @@
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[
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{
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"id": 1,
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"structureId": 1,
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"openLv": 1,
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"name": "中军大帐",
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"info": "&"
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},
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{
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"id": 2,
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"structureId": 2,
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"openLv": 2,
|
||||
"name": "炼器堂",
|
||||
"info": "中军大帐2级时开启"
|
||||
},
|
||||
{
|
||||
"id": 3,
|
||||
"structureId": 3,
|
||||
"openLv": 2,
|
||||
"name": "演武台",
|
||||
"info": "中军大帐2级时开启"
|
||||
},
|
||||
{
|
||||
"id": 4,
|
||||
"structureId": 4,
|
||||
"openLv": 2,
|
||||
"name": "练兵场",
|
||||
"info": "中军大帐2级时开启"
|
||||
},
|
||||
{
|
||||
"id": 5,
|
||||
"structureId": 5,
|
||||
"openLv": 1,
|
||||
"name": "许愿池",
|
||||
"info": "中军大帐1级时开启"
|
||||
},
|
||||
{
|
||||
"id": 6,
|
||||
"structureId": 6,
|
||||
"openLv": 1,
|
||||
"name": "商店",
|
||||
"info": "中军大帐1级时开启"
|
||||
},
|
||||
{
|
||||
"id": 7,
|
||||
"structureId": 7,
|
||||
"openLv": 1,
|
||||
"name": "捐献所",
|
||||
"info": "中军大帐1级时开启"
|
||||
}
|
||||
]
|
||||
20
shared/resource/jsons/dic_zyz_playerRecord.json
Normal file
20
shared/resource/jsons/dic_zyz_playerRecord.json
Normal file
@@ -0,0 +1,20 @@
|
||||
[
|
||||
{
|
||||
"id": 1,
|
||||
"titleString": "主线",
|
||||
"param": "main",
|
||||
"content": "%d-%d"
|
||||
},
|
||||
{
|
||||
"id": 2,
|
||||
"titleString": "天梯",
|
||||
"param": "tower",
|
||||
"content": "第%d层"
|
||||
},
|
||||
{
|
||||
"id": 3,
|
||||
"titleString": "PVP",
|
||||
"param": "pvp",
|
||||
"content": "第%d名"
|
||||
}
|
||||
]
|
||||
Reference in New Issue
Block a user