练兵场:重置武将进度
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@@ -23,11 +23,26 @@ import { getGuildChannelSid } from './chatChannelService';
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*/
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*/
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export async function refreshTrain(userGuild: UserGuildType, roleId: string, serverId: number) {
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export async function refreshTrain(userGuild: UserGuildType, roleId: string, serverId: number) {
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let { trainCount, trainTime, buyTrainCount, guildCode} = userGuild;
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let { trainCount, trainTime, buyTrainCount, guildCode} = userGuild;
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await resetTrain(guildCode, serverId);//检查重置练兵场
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let resetResult = await resetTrain(guildCode, serverId);//检查重置练兵场
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if (trainTime < getZeroPoint()) {//重置挑战次数和购买次数
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if (trainTime < getZeroPoint()) {//重置挑战次数和购买次数
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trainCount = ARMY.ARMY_TRAIN_BUYTIMES;
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trainCount = ARMY.ARMY_TRAIN_BUYTIMES;
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buyTrainCount = 0;
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buyTrainCount = 0;
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userGuild = await UserGuildModel.updateInfo(roleId, {trainCount, trainTime: nowSeconds(), buyTrainCount}, {});
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userGuild = await UserGuildModel.updateInfo(roleId, {trainCount, trainTime: nowSeconds(), buyTrainCount}, {});
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let guildTrains: GuildTrainType[] = [];
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if(resetResult && resetResult.guildTrains) {
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guildTrains = resetResult.guildTrains;
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} else {
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guildTrains = await GuildTrainModel.getGuildTrainBoxs(guildCode);
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}
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for(let guildTrain of guildTrains) {
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guildTrain.trainInstances.forEach(instance => {
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instance.progress = 0;
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instance.endTime = 0;
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instance.trainBoxs = [];
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});
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await GuildTrainModel.updateGuildTrain(guildCode, guildTrain.trainId, { trainInstances: guildTrain.trainInstances });
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}
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}
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}
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return userGuild;
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return userGuild;
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@@ -182,6 +197,7 @@ export async function resetTrain(code: string, serverId: number) {
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await GuildTrainModel.resetGuildTrain(code);//将开启的练兵场锁定
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await GuildTrainModel.resetGuildTrain(code);//将开启的练兵场锁定
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await unlockTrain(code, 1);//开启练兵场1级
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await unlockTrain(code, 1);//开启练兵场1级
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await UserGuildModel.resetTrainUserGuild(code);//重置玩家的挑战次数和购买挑战次数
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await UserGuildModel.resetTrainUserGuild(code);//重置玩家的挑战次数和购买挑战次数
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return { guildTrains }
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}
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}
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/**
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/**
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* 检查并重置试炼
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* 检查并重置试炼
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