军团bug和备注

This commit is contained in:
mamengke01
2021-02-23 11:44:20 +08:00
parent 0fc828793a
commit 6759a7dcb1
9 changed files with 162 additions and 49 deletions
@@ -6,7 +6,7 @@ import { BattleRecordModel } from '../../../db/BattleRecord';
import { nowSeconds, getTodayZeroPoint } from '../../../pubUtils/timeUtil'; import { nowSeconds, getTodayZeroPoint } from '../../../pubUtils/timeUtil';
import { getBossInstanceInfo, bossResult, checkMemberExists, pushBossHpMessage, getBossInstanceWhenEnd, addBossInstance } from '../../../services/guildBossService'; import { getBossInstanceInfo, bossResult, checkMemberExists, pushBossHpMessage, getBossInstanceWhenEnd, addBossInstance } from '../../../services/guildBossService';
import { findWhere } from 'underscore' import { findWhere } from 'underscore'
import { GUILD_STRUCTURE, GUILD_POINT_WAYS } from '../../../consts/constModules/guildConst'; import { GUILD_STRUCTURE, GUILD_BOSS_STATUS, GUILD_POINT_WAYS } from '../../../consts/constModules/guildConst';
import { DATA_NAME } from '../../../consts/dataName'; import { DATA_NAME } from '../../../consts/dataName';
import { UserGuildModel } from '../../../db/UserGuild'; import { UserGuildModel } from '../../../db/UserGuild';
import { GUILD_OPERATE } from '../../../consts'; import { GUILD_OPERATE } from '../../../consts';
@@ -14,7 +14,6 @@ import { checkAuth, addActive } from '../../../services/guildService';
import { GuildModel } from '../../../db/Guild'; import { GuildModel } from '../../../db/Guild';
import { getBossByLv } from '../../../pubUtils/data'; import { getBossByLv } from '../../../pubUtils/data';
import { lockData } from '../../../services/redLockService'; import { lockData } from '../../../services/redLockService';
import { handleCost } from '../../../services/rewardService';
export default function (app: Application) { export default function (app: Application) {
return new GuildHandler(app); return new GuildHandler(app);
@@ -51,10 +50,9 @@ export class GuildHandler {
const { guildCode: code } = userGuild; const { guildCode: code } = userGuild;
let bossInstance = await BossInstanceModel.findBossInstance(code); let bossInstance = await BossInstanceModel.findBossInstance(code);
if (!bossInstance) { if (!bossInstance) {
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 return resResult(STATUS.SUCCESS, {status: GUILD_BOSS_STATUS.WAIT_OPEN});//等待团长开启
} }
let result = await getBossInstanceInfo(bossInstance, roleId); let result = await getBossInstanceInfo(bossInstance, roleId);
return resResult(STATUS.SUCCESS, result); return resResult(STATUS.SUCCESS, result);
} }
@@ -75,22 +73,27 @@ export class GuildHandler {
return resResult(STATUS.REDLOCK_ERR); return resResult(STATUS.REDLOCK_ERR);
let bossInstance = await BossInstanceModel.findBossInstance(code); let bossInstance = await BossInstanceModel.findBossInstance(code);
if (!!bossInstance && ( bossInstance.bossHp > 0 || bossInstance.startTime >= getTodayZeroPoint() )) { if (!!bossInstance && ( bossInstance.bossHp > 0 || bossInstance.startTime >= getTodayZeroPoint() )) {
res.releaseCallback();
return resResult(STATUS.GUILD_SCRIPT_IS_OPENED_TODAY); return resResult(STATUS.GUILD_SCRIPT_IS_OPENED_TODAY);
} }
const guild = await GuildModel.findByCode(code, serverId, 'lv structure'); const guild = await GuildModel.findByCode(code, serverId, 'lv structure');
if(!guild) { if(!guild) {
res.releaseCallback();
return resResult(STATUS.GUILD_NOT_FOUND); return resResult(STATUS.GUILD_NOT_FOUND);
} }
const { structure } = guild; const { structure } = guild;
const curStructure = structure.find(cur => cur.id == GUILD_STRUCTURE.BOSS); const curStructure = structure.find(cur => cur.id == GUILD_STRUCTURE.BOSS);
if(!curStructure) { if(!curStructure) {
res.releaseCallback();
return resResult(STATUS.GUILD_STRUCTURE_NOT_FOUND); return resResult(STATUS.GUILD_STRUCTURE_NOT_FOUND);
} }
let bossBase = getBossByLv(curStructure.lv); let bossBase = getBossByLv(curStructure.lv);
let { bossHp, warId } = getRandomByLen(bossBase.wars); let { bossHp, warId } = getRandomByLen(bossBase.wars);
let resGuild = await GuildModel.costFund(code, bossBase.opencost); let resGuild = await GuildModel.costFund(code, bossBase.opencost);
if (!resGuild) if (!resGuild) {
res.releaseCallback();
return resResult(STATUS.GUILD_FUND_NOT_ENOUGH); return resResult(STATUS.GUILD_FUND_NOT_ENOUGH);
}
await BossInstanceModel.openBossInstance(code, bossHp, warId, bossBase.bossLevel); await BossInstanceModel.openBossInstance(code, bossHp, warId, bossBase.bossLevel);
res.releaseCallback(); res.releaseCallback();
let result = {warId, ranks: [], myRank: {}, bossHp, status: 3, bossLv: bossBase.bossLevel, isBattled: false}; let result = {warId, ranks: [], myRank: {}, bossHp, status: 3, bossLv: bossBase.bossLevel, isBattled: false};
@@ -145,7 +148,7 @@ export class GuildHandler {
} }
//记录伤害 //记录伤害
let bossInstance = await BossInstanceModel.updateBossHp(code, damage, roleId); let bossInstance = await BossInstanceModel.updateBossHp(code, damage, roleId);
if (!bossInstance) {//进入结算 if (!bossInstance|| bossInstance.bossHp == 0) {//进入结算
let flag = await bossResult(code, serverId, DATA_NAME.BOSS_SCRIPT, roleId, damage); let flag = await bossResult(code, serverId, DATA_NAME.BOSS_SCRIPT, roleId, damage);
if (!flag) { if (!flag) {
return resResult(STATUS.WRONG_PARMS); return resResult(STATUS.WRONG_PARMS);
@@ -87,20 +87,28 @@ export class GuildRefineHandler {
let guildRefine = await GuildRefineModel.getRefine(code); let guildRefine = await GuildRefineModel.getRefine(code);
let nowTime = nowSeconds(); let nowTime = nowSeconds();
for (let scienceTree of guildRefine.scienceTrees) { for (let scienceTree of guildRefine.scienceTrees) {
if (scienceTree.id == id) if (scienceTree.id == id) {
res.releaseCallback();
return resResult(STATUS.GUILD_LIGHT_UP_THE_SCIENCETREE); return resResult(STATUS.GUILD_LIGHT_UP_THE_SCIENCETREE);
}
if (scienceTree.endTime > nowTime) if (scienceTree.endTime > nowTime) {
res.releaseCallback();
return resResult(STATUS.GUILD_SCIENCETREE_IS_RUNNING); return resResult(STATUS.GUILD_SCIENCETREE_IS_RUNNING);
}
} }
for (let prePosition of developConsume.prePositions) { for (let prePosition of developConsume.prePositions) {
let scienceTree = findWhere(guildRefine.scienceTrees, {id: prePosition}); let scienceTree = findWhere(guildRefine.scienceTrees, {id: prePosition});
if (!scienceTree||scienceTree.endTime > nowTime) if (!scienceTree||scienceTree.endTime > nowTime) {
res.releaseCallback();
return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT); return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT);
}
} }
const costResult = await GuildModel.costFund(code, developConsume.fundConsume); const costResult = await GuildModel.costFund(code, developConsume.fundConsume);
if(!costResult) if(!costResult) {
res.releaseCallback();
return resResult(STATUS.GUILD_FUND_NOT_ENOUGH); return resResult(STATUS.GUILD_FUND_NOT_ENOUGH);
}
let scienceTree = { id, endTime: nowTime + developConsume.timeConsume, assistRoleIds: []} let scienceTree = { id, endTime: nowTime + developConsume.timeConsume, assistRoleIds: []}
let { scienceTrees } = await GuildRefineModel.pushRefine(code, scienceTree); let { scienceTrees } = await GuildRefineModel.pushRefine(code, scienceTree);
res.releaseCallback(); res.releaseCallback();
@@ -122,16 +130,24 @@ export class GuildRefineHandler {
let guildRefine = await GuildRefineModel.getRefine(code); let guildRefine = await GuildRefineModel.getRefine(code);
let index = findIndex(guildRefine.scienceTrees, { id }); let index = findIndex(guildRefine.scienceTrees, { id });
if (index == -1) if (index == -1) {
res.releaseCallback();
return resResult(STATUS.WRONG_PARMS); return resResult(STATUS.WRONG_PARMS);
}
let scienceTree = guildRefine.scienceTrees[index]; let scienceTree = guildRefine.scienceTrees[index];
if (scienceTree.assistRoleIds.indexOf(roleId) != -1) if (scienceTree.assistRoleIds.indexOf(roleId) != -1) {
res.releaseCallback();
return resResult(STATUS.GUILD_IS_ASSISTED_SCIENCETREE); return resResult(STATUS.GUILD_IS_ASSISTED_SCIENCETREE);
if (scienceTree.assistRoleIds.length >= ARMY.ARMY_DEVELOPMENT_SPEEDTMES) }
if (scienceTree.assistRoleIds.length >= ARMY.ARMY_DEVELOPMENT_SPEEDTMES) {
res.releaseCallback();
return resResult(STATUS.GUILD_REACH_MAX_ASSIST_COUNT); return resResult(STATUS.GUILD_REACH_MAX_ASSIST_COUNT);
}
let result = await handleCost(roleId, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count: ARMY.ARMY_DEVELOPMENT_SPEEDCOST}]); let result = await handleCost(roleId, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count: ARMY.ARMY_DEVELOPMENT_SPEEDCOST}]);
if (!result) if (!result) {
res.releaseCallback();
return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
}
scienceTree.assistRoleIds.push(roleId); scienceTree.assistRoleIds.push(roleId);
scienceTree.endTime = scienceTree.endTime - ARMY.ARMY_DEVELOPMENT_SPEED * 60; scienceTree.endTime = scienceTree.endTime - ARMY.ARMY_DEVELOPMENT_SPEED * 60;
let { scienceTrees } = await GuildRefineModel.updateRefine(code, { scienceTrees: guildRefine.scienceTrees }) let { scienceTrees } = await GuildRefineModel.updateRefine(code, { scienceTrees: guildRefine.scienceTrees })
@@ -180,18 +180,24 @@ export class GuildTrainHandler {
return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED); return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
} }
let trainInstance = findWhere(guildTrain.trainInstances, { hid }); let trainInstance = findWhere(guildTrain.trainInstances, { hid });
if (!trainInstance) if (!trainInstance) {
res.releaseCallback();//解锁
return resResult(STATUS.WRONG_PARMS); return resResult(STATUS.WRONG_PARMS);
}
let { trainInstances, soloRewardRatio } = getArmyTrainJuDian(trainId); let { trainInstances, soloRewardRatio } = getArmyTrainJuDian(trainId);
let instance = findWhere(trainInstances, { hid }); let instance = findWhere(trainInstances, { hid });
if (!instance) if (!instance) {
res.releaseCallback();//解锁
return resResult(STATUS.WRONG_PARMS); return resResult(STATUS.WRONG_PARMS);
}
let trainSoloReward = getTrainSoloReward(battleRecord.record.difficulty); let trainSoloReward = getTrainSoloReward(battleRecord.record.difficulty);
if (!trainSoloReward) if (!trainSoloReward) {
res.releaseCallback();//解锁
return resResult(STATUS.WRONG_PARMS); return resResult(STATUS.WRONG_PARMS);
let addScore = Math.floor((isSuccess?trainSoloReward.winScore:trainSoloReward.failScore) * (soloRewardRatio + 100 ) / 100); }
let goods = await addItems(roleId, roleName, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.HONOUR), count: isSuccess?trainSoloReward.failHonour:trainSoloReward.failHonour}]); let addScore = Math.floor((isSuccess?trainSoloReward.winScore:trainSoloReward.failScore));
let goods = await addItems(roleId, roleName, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.HONOUR), count: (isSuccess?trainSoloReward.failHonour:trainSoloReward.failHonour) * (soloRewardRatio + 100 ) / 100}]);
//是否压制 //是否压制
let { isComplete, ranks } = guildTrain; let { isComplete, ranks } = guildTrain;
let reports = []; let reports = [];
@@ -266,14 +272,20 @@ export class GuildTrainHandler {
return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED); return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
} }
let trainInstance = findWhere(guildTrain.trainInstances, { hid }); let trainInstance = findWhere(guildTrain.trainInstances, { hid });
if (trainInstance.endTime < nowSeconds()) if (trainInstance.endTime < nowSeconds()) {
res.releaseCallback();//解锁
return resResult(STATUS.GUILD_TRAIN_BOX_IS_OVER_TIME); return resResult(STATUS.GUILD_TRAIN_BOX_IS_OVER_TIME);
}
let trainBox = findWhere(trainInstance.trainBoxs, { index }) let trainBox = findWhere(trainInstance.trainBoxs, { index })
if (!!trainBox) if (!!trainBox) {
res.releaseCallback();//解锁
return resResult(STATUS.GUILD_TRAIN_BOX_INDEX_IS_GOT); return resResult(STATUS.GUILD_TRAIN_BOX_INDEX_IS_GOT);
}
trainBox = findWhere(trainInstance.trainBoxs, { roleId }) trainBox = findWhere(trainInstance.trainBoxs, { roleId })
if (!!trainBox) if (!!trainBox) {
res.releaseCallback();//解锁
return resResult(STATUS.GUILD_TRAIN_BOX_IS_GOT); return resResult(STATUS.GUILD_TRAIN_BOX_IS_GOT);
}
let good = getRandomByLen(heroRewards); let good = getRandomByLen(heroRewards);
good.count = Math.floor((100 + shilianRewardRatio) * good.count/100); good.count = Math.floor((100 + shilianRewardRatio) * good.count/100);
let goods = await addItems(roleId, roleName, sid, [good]); let goods = await addItems(roleId, roleName, sid, [good]);
@@ -282,8 +294,7 @@ export class GuildTrainHandler {
res.releaseCallback();//解锁 res.releaseCallback();//解锁
if (!resGuildTrain) { if (!resGuildTrain) {
let result:any = getGuildTrainRewards(guildTrain); return resResult(STATUS.GUILD_GET_TRAIN_BOX_FAIL);
return resResult(STATUS.GUILD_GET_TRAIN_BOX_FAIL, result);
} }
let result:any = getGuildTrainRewards(resGuildTrain); let result:any = getGuildTrainRewards(resGuildTrain);
+22 -19
View File
@@ -12,43 +12,46 @@ import { getArmyBossRank } from '../pubUtils/data';
import { getMailContent } from '../services/mailService'; import { getMailContent } from '../services/mailService';
import { pushMail } from '../pubUtils/interface'; import { pushMail } from '../pubUtils/interface';
import { MAIL_TYPE } from '../consts'; import { MAIL_TYPE } from '../consts';
import { GUILD_BOSS_STATUS } from '../consts/constModules/guildConst';
/** /**
* *
* @param bossInstance * @param bossInstance
* @param roleId * @param roleId
*/ */
export async function getBossInstanceInfo(bossInstance: BossInstanceType, roleId:string) { export async function getBossInstanceInfo(bossInstance: BossInstanceType, roleId:string) {
let { warId, ranks, bossHp, bossLv, winWarId, winTime, roleIdRecords, guildCode } = bossInstance; let { warId, ranks, bossHp, bossLv, winWarId, winTime, roleIdRecords, guildCode, startTime, winBossLv } = bossInstance;
ranks.sort(function(a, b) { ranks.sort(function(a, b) {
return b.score - a.score + a.time - b.time; return b.score - a.score + a.time - b.time;
}); });
let result:any = {}; let result:any = {};
//1:等待团长开启,2:今日已开启,且boss通关,3:开启中 if (!!winWarId && winTime > getTodayZeroPoint() && roleIdRecords.indexOf(roleId) == -1) {
if ( bossInstance.bossHp <= 0 ) { //今日通关过,且首次点开boss界面,提示某某boss已通关
if (!!winWarId && winTime > getTodayZeroPoint() && roleIdRecords.indexOf(roleId) == -1) { result = { showParam: { winWarId, winBossLv } };
result = { winWarId }; await BossInstanceModel.recordRoleIdWhenCheck(guildCode, roleId);
await BossInstanceModel.recordRoleIdWhenCheck(guildCode, roleId); }
} if ( bossHp <= 0 ) {
if (bossInstance.startTime < getTodayZeroPoint()) { result = { warId };
result.status = 1; if (startTime < getTodayZeroPoint()) {
//今日未开启过boss,等待开启
result.status = GUILD_BOSS_STATUS.WAIT_OPEN;
return result; return result;
} else { } else {
result.status = 2; //今日已开启,且boss通关
result.status = GUILD_BOSS_STATUS.OPENED;
return result; return result;
} }
} }
let isBattled = false; let isBattled = false;
let myRank = {}; let myRank = {};
let lastRanks = ranks.map(({roleId: battleRoleId, score, time}, index) => { let lastRanks = ranks.map(({roleId: battleRoleId, score, time}, index) => {
if (roleId == battleRoleId) { if (roleId == battleRoleId) {
myRank = {roleId, score, rankLv: index + 1}; myRank = { roleId, score, rankLv: index + 1 };
if (time >= getTodayZeroPoint()) if (time >= getTodayZeroPoint())
isBattled = true; isBattled = true;
} }
return {roleId, score, rankLv: index + 1}; return {roleId, score, rankLv: index + 1};
}); });
return {warId, ranks: lastRanks, myRank, bossHp, status: 3, isBattled, bossLv}; return { warId, ranks: lastRanks, myRank, bossHp, status: GUILD_BOSS_STATUS.OPEN, isBattled, bossLv };
} }
/** /**
* 战斗结束返回 * 战斗结束返回
@@ -57,16 +60,16 @@ export async function getBossInstanceInfo(bossInstance: BossInstanceType, roleId
* @param battleNum * @param battleNum
*/ */
export async function getBossInstanceWhenEnd(bossInstance: BossInstanceType, roleId:string, battleNum:number) { export async function getBossInstanceWhenEnd(bossInstance: BossInstanceType, roleId:string, battleNum:number) {
let { warId, ranks, bossHp, winWarId, guildCode, recordRanks, winNum, bossLv } = bossInstance; let { warId, ranks, bossHp, winWarId, guildCode, recordRanks, winNum, bossLv, winBossLv } = bossInstance;
let pushRanks; let pushRanks;
let result:any = {}; let result:any = {};
if (battleNum == winNum) { if (battleNum == winNum) {
pushRanks = deepCopy(recordRanks); pushRanks = deepCopy(recordRanks);
result = {warId: winWarId, bossHp: 0, bossLv, status: 3}; result = {warId: winWarId, bossHp: 0, bossLv: winBossLv, status: GUILD_BOSS_STATUS.OPEN};
await BossInstanceModel.recordRoleIdWhenCheck(guildCode, roleId); await BossInstanceModel.recordRoleIdWhenCheck(guildCode, roleId);
} else { } else {
pushRanks = deepCopy(ranks); pushRanks = deepCopy(ranks);
result = {warId, bossHp, bossLv, status: 3}; result = {warId, bossHp, bossLv, status: GUILD_BOSS_STATUS.OPEN};
} }
pushRanks.sort(function(a, b) { pushRanks.sort(function(a, b) {
return b.score - a.score + a.time - b.time; return b.score - a.score + a.time - b.time;
@@ -99,7 +102,7 @@ export async function bossResult(code: string, serverId: number, dataName: strin
let res:any = await lockData(serverId, dataName, code);//加锁 let res:any = await lockData(serverId, dataName, code);//加锁
if (!!res.err) if (!!res.err)
return true; return true;
let {winSettled, ranks, num, warId, bossHp} = await BossInstanceModel.findBossInstance(code);//锁定关卡信息 let {winSettled, ranks, num, warId, bossHp, bossLv} = await BossInstanceModel.findBossInstance(code);//锁定关卡信息
if (winSettled) { if (winSettled) {
res.releaseCallback();//解锁 res.releaseCallback();//解锁
await BossInstanceModel.recordRoleIdWhenCheck(code, roleId); await BossInstanceModel.recordRoleIdWhenCheck(code, roleId);
@@ -115,7 +118,7 @@ export async function bossResult(code: string, serverId: number, dataName: strin
res.releaseCallback();//解锁 res.releaseCallback();//解锁
return true; return true;
} }
let { recordRanks } = await BossInstanceModel.updateBossInstance(code, { bossHp: 0, winSettled: true, ranks, recordRanks: ranks, winNum: num, winWarId: warId, roleIdRecords:[roleId]}, ); let { recordRanks } = await BossInstanceModel.updateBossInstance(code, { bossHp: 0, winSettled: true, ranks, recordRanks: ranks, winNum: num, winWarId: warId, winBossLv: bossLv, roleIdRecords:[roleId]}, );
await pushBossHpMessage(code, serverId, 0, true); await pushBossHpMessage(code, serverId, 0, true);
res.releaseCallback();//数据修改解锁 res.releaseCallback();//数据修改解锁
recordRanks.sort(function(a, b) { recordRanks.sort(function(a, b) {
@@ -180,7 +183,7 @@ export async function checkMemberExists(code: string, serverId:number, roleId: s
if(!battleRecord || battleRecord.status != 0 || roleId != battleRecord.roleId) { if(!battleRecord || battleRecord.status != 0 || roleId != battleRecord.roleId) {
return false; return false;
} }
addBossInstance(code, serverId, roleId); await addBossInstance(code, serverId, roleId);
flag = true; flag = true;
} }
return flag; return flag;
+6
View File
@@ -118,6 +118,12 @@ export enum GUILD_REC_TYPE {
IMPEACH = 11, // 弹劾 roleName roleName IMPEACH = 11, // 弹劾 roleName roleName
} }
//1:等待团长开启,2:今日已开启,且boss通关,3:开启中
export enum GUILD_BOSS_STATUS {
WAIT_OPEN = 1,
OPENED = 2,
OPEN = 3,//开启中
}
export const GUILD_REPORT_NUM = 40; export const GUILD_REPORT_NUM = 40;
export const REFRESH_HOUR = 5; export const REFRESH_HOUR = 5;
+2 -2
View File
@@ -1,7 +1,7 @@
export enum DATA_NAME { export enum DATA_NAME {
BOSS_SCRIPT = 'BossInstance', BOSS_SCRIPT = 'BossInstance',
TRAIN = 'BossInstance', TRAIN = 'TrainInstance',
TRAIN_BOX = 'BossInstanceBox', TRAIN_BOX = 'TrainInstanceBox',
GUILD = 'Guild', GUILD = 'Guild',
GUILD_REFINE = 'GuildRefine', GUILD_REFINE = 'GuildRefine',
GUILD_ASSIST_REFINE = 'GuildAssistRefine', GUILD_ASSIST_REFINE = 'GuildAssistRefine',
+7 -4
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@@ -32,22 +32,25 @@ export default class BossInstance extends BaseModel {
startTime: number; startTime: number;
@prop({ required: true, default: 0}) @prop({ required: true, default: 0})
num: number; num: number; //重置次数
@prop({ required: true, default:[], type: String, _id: false}) @prop({ required: true, default:[], type: String, _id: false})
roleIdRecords: Array<string>; //记录提示过胜利boss关的玩家 roleIdRecords: Array<string>; //记录提示过胜利boss关的玩家
@prop({ required: true }) @prop({ required: true })
winWarId: number; //记录上一次通关的关卡 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
@prop({ required: true })
winBossLv: number; //记录上一次通关的boss等级
@prop({ required: true }) @prop({ required: true })
winTime: number; //记录上一次通关的时间 winTime: number; //记录上一次通关的时间
@prop({ required: true, default: 0}) @prop({ required: true, default: 0})
winNum: number; winNum: number; //记录上一次重置次数
@prop({ required: true, type: Rank, default:[]}) @prop({ required: true, type: Rank, default:[]})
recordRanks:Array<Rank>; recordRanks:Array<Rank>;//上一场排名信息
@prop({ required: true, default: false }) @prop({ required: true, default: false })
winSettled: boolean; //胜利是否结算过 winSettled: boolean; //胜利是否结算过
@@ -0,0 +1,51 @@
[
{
"id": 1,
"structureId": 1,
"openLv": 1,
"name": "中军大帐",
"info": "&"
},
{
"id": 2,
"structureId": 2,
"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"
}
]
@@ -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"
}
]