升级,升星,升品,升彩星
This commit is contained in:
@@ -1,12 +1,13 @@
|
|||||||
import {Application, BackendSession, createTcpMailBox, ChannelService} from 'pinus';
|
import {Application, BackendSession, createTcpMailBox, ChannelService} from 'pinus';
|
||||||
import { handleCost } from '../../../services/rewardService';
|
import { handleCost } from '../../../services/rewardService';
|
||||||
import { calPlayerCeAndSave } from '../../../services/playerCeService';
|
import { calPlayerCeAndSave } from '../../../services/playerCeService';
|
||||||
import { resResult, getItems } from '../../../pubUtils/util';
|
import { resResult, getItems, decodeStr } from '../../../pubUtils/util';
|
||||||
import { STATUS } from '../../../consts/statusCode';
|
import { STATUS } from '../../../consts/statusCode';
|
||||||
import {HeroModel} from '../../../db/Hero';
|
import {HeroModel} from '../../../db/Hero';
|
||||||
import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE} from '../../../consts/const';
|
import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE, HERO_GROW_MAX} from '../../../consts/consts';
|
||||||
import {getJobInfoById, getMaxGradeByjobClass , getJobByGradeAndClass, getFriendShipById, getHeroInfoById, getFriendShipLevels, getGoodById} from '../../../pubUtils/gamedata';
|
import {getJobInfoById, getMaxGradeByjobClass ,getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels} from '../../../pubUtils/gamedata';
|
||||||
import { ITID, CONSUME_TYPE } from '../../../consts/consts';
|
import { ABI_STAGE } from '../../../consts/abilityConst';
|
||||||
|
import { RoleModel } from '../../../db/Role';
|
||||||
|
|
||||||
const _ = require('underscore');
|
const _ = require('underscore');
|
||||||
|
|
||||||
@@ -36,7 +37,7 @@ export class HeroHandler {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// 武将碎片合成
|
// 武将碎片合成
|
||||||
public async combine(msg: { hid: number}, session: BackendSession) {
|
public async compose(msg: { hid: number}, session: BackendSession) {
|
||||||
let roleId: string = session.get('roleId');
|
let roleId: string = session.get('roleId');
|
||||||
let roleName: string = session.get('roleName');
|
let roleName: string = session.get('roleName');
|
||||||
let sid: string = session.get('sid');
|
let sid: string = session.get('sid');
|
||||||
@@ -64,12 +65,20 @@ export class HeroHandler {
|
|||||||
// 武将升级
|
// 武将升级
|
||||||
public async lvUp(msg: { hid: number, type: number, material: Array<{id: number, count: number}>}, session: BackendSession) {
|
public async lvUp(msg: { hid: number, type: number, material: Array<{id: number, count: number}>}, session: BackendSession) {
|
||||||
let roleId: string = session.get('roleId');
|
let roleId: string = session.get('roleId');
|
||||||
let roleName: string = session.get('roleName');
|
|
||||||
let sid: string = session.get('sid');
|
let sid: string = session.get('sid');
|
||||||
|
|
||||||
let { hid, type, material } = msg;
|
let { hid, type, material } = msg;
|
||||||
|
|
||||||
// 根据dic_goods 计算得材料可转换的经验
|
let addLv = 0;
|
||||||
|
if(type == 1) {
|
||||||
|
addLv = 1;
|
||||||
|
} else if(type == 5) {
|
||||||
|
addLv = 5;
|
||||||
|
} else {
|
||||||
|
return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 计算得材料可转换的经验
|
||||||
let allExp = 0;
|
let allExp = 0;
|
||||||
for(let {id, count} of material) {
|
for(let {id, count} of material) {
|
||||||
let dicGoods = getGoodById(id);
|
let dicGoods = getGoodById(id);
|
||||||
@@ -78,42 +87,196 @@ export class HeroHandler {
|
|||||||
if(!dicItid || dicItid.type != CONSUME_TYPE.EXP) {
|
if(!dicItid || dicItid.type != CONSUME_TYPE.EXP) {
|
||||||
return resResult(STATUS.ROLE_METERIAL_ERROR);
|
return resResult(STATUS.ROLE_METERIAL_ERROR);
|
||||||
}
|
}
|
||||||
|
allExp += count * dicGoods.value;
|
||||||
}
|
}
|
||||||
// 根据dic_zyz_charexp 计算武将可以升的级数
|
// 计算武将可以升的级数
|
||||||
// 检查材料是否满足升级需求
|
let hero = await HeroModel.findByHidAndRole(hid, roleId);
|
||||||
// 检查是否超出主公等级
|
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
|
||||||
// 进行升级,溢出经验保留
|
let {lv: playerLv} = await RoleModel.findByRoleId(roleId);
|
||||||
// handleCost
|
let {lv: oldLv, exp: oldExp} = hero;
|
||||||
|
if(oldLv >= playerLv ) return resResult(STATUS.ROLE_HERO_LV_OVER);
|
||||||
|
oldExp += allExp;
|
||||||
|
let newExp = oldExp + allExp; // 不考虑主公等级,还会剩多少经验
|
||||||
|
let newLv = oldLv; // 不考虑主公等级,这些经验可以升几级
|
||||||
|
let curExp = newExp; // 考虑到主公等级,还剩多少经验
|
||||||
|
for(;;) {
|
||||||
|
let exp = getHeroExpByLv(newLv);
|
||||||
|
console.log(exp, newExp)
|
||||||
|
if(exp < newExp) {
|
||||||
|
newExp -= exp;
|
||||||
|
if(newLv < playerLv) curExp -= exp;
|
||||||
|
newLv ++;
|
||||||
|
} else {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if(oldLv + addLv > newLv) {
|
||||||
|
return resResult(STATUS.ROLE_EXP_NOT_ENOUGH);
|
||||||
|
}
|
||||||
|
|
||||||
|
let costResult = await handleCost(roleId, sid, material);
|
||||||
|
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
|
||||||
|
|
||||||
|
hero.lv = playerLv > newLv?newLv: playerLv;
|
||||||
|
hero.exp = curExp;
|
||||||
|
|
||||||
|
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
|
||||||
|
const curHero = {
|
||||||
|
hid, lv : heros[0].lv, exp : heros[0].exp
|
||||||
|
}
|
||||||
|
return resResult(STATUS.SUCCESS, { curHero });
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// 武将升星
|
// 武将升星
|
||||||
public async starUp(msg: { hid: number, star: number, starStage: number}, session: BackendSession) {
|
public async starUp(msg: { hid: number, star: number, starStage: number}, session: BackendSession) {
|
||||||
// 根据dic_hero 获得 碎片id
|
let roleId: string = session.get('roleId');
|
||||||
// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
|
let sid: string = session.get('sid');
|
||||||
// 检查当前星级和星阶和客户端传参是否符合
|
|
||||||
// 升星阶,满6自动升星。最高6星
|
|
||||||
// handleCost
|
|
||||||
}
|
|
||||||
|
|
||||||
// 武将觉醒
|
let {hid, star, starStage} = msg;
|
||||||
public async wakeUp(msg: { hid: number, colorStar: number, fireStage: number}, session: BackendSession) {
|
// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
|
||||||
// 根据dic_hero 获得 碎片id
|
let dicHero = getHeroInfoById(hid);
|
||||||
// 根据dic_zyz_hero_wake 获得需要花费的碎片和材料
|
if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
|
||||||
// 特殊处理,初次觉醒fireStage传0,保存为 colorStar = 1, fireStage = 0,花费的材料取的0星的
|
let {pieceId} = dicHero;
|
||||||
// 检查品质是否是橙色
|
|
||||||
// 升星阶,满6自动升星
|
let hero = await HeroModel.findByHidAndRole(hid, roleId);
|
||||||
// handleCost
|
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
|
||||||
|
|
||||||
|
let {star: oldStar, starStage: oldStarStage, quality} = hero;
|
||||||
|
if(oldStar != star || oldStarStage != starStage) {
|
||||||
|
return resResult(STATUS.WRONG_PARMS);
|
||||||
|
}
|
||||||
|
if(oldStar == HERO_GROW_MAX.STAR) {
|
||||||
|
return resResult(STATUS.ROLE_STAR_REACH_MAX);
|
||||||
|
}
|
||||||
|
// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
|
||||||
|
const dicHeroStar = getGamedata('dic_zyz_hero_star');
|
||||||
|
const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star && oldStar);
|
||||||
|
if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
|
||||||
|
|
||||||
|
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: curDicHeroStar.advanceUpFragmentNum}]);
|
||||||
|
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
|
||||||
|
|
||||||
|
let isUpStar = oldStarStage + 1 == ABI_STAGE.END;
|
||||||
|
hero.star = isUpStar? oldStar + 1: oldStar;
|
||||||
|
hero.starStage = isUpStar? ABI_STAGE.START: oldStarStage + 1;
|
||||||
|
|
||||||
|
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
|
||||||
|
const curHero = {
|
||||||
|
hid,
|
||||||
|
star : heros[0].star,
|
||||||
|
starStage : heros[0].starStage,
|
||||||
|
colorStar: heros[0].colorStar,
|
||||||
|
colorStarStage: heros[0].colorStarStage
|
||||||
|
}
|
||||||
|
return resResult(STATUS.SUCCESS, {isUpStar, curHero});
|
||||||
}
|
}
|
||||||
|
|
||||||
// 武将升品
|
// 武将升品
|
||||||
public async qualityUp(msg: { hid: number, quality: number }, session: BackendSession) {
|
public async qualityUp(msg: { hid: number, quality: number }, session: BackendSession) {
|
||||||
|
let roleId: string = session.get('roleId');
|
||||||
|
let sid: string = session.get('sid');
|
||||||
|
|
||||||
|
let {hid, quality} = msg;
|
||||||
|
let dicHero = getHeroInfoById(hid);
|
||||||
|
if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
|
||||||
// 根据dic_hero 获得 碎片id
|
// 根据dic_hero 获得 碎片id
|
||||||
|
let {pieceId} = dicHero;
|
||||||
|
|
||||||
|
let hero = await HeroModel.findByHidAndRole(hid, roleId);
|
||||||
|
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
|
||||||
|
let {quality: oldQuality, star} = hero;
|
||||||
|
if(quality != oldQuality) {
|
||||||
|
return resResult(STATUS.WRONG_PARMS);
|
||||||
|
}
|
||||||
|
if(oldQuality == HERO_GROW_MAX.QUALITY) {
|
||||||
|
return resResult(STATUS.ROLE_QUALITY_REACH_MAX);
|
||||||
|
}
|
||||||
|
if(star != HERO_GROW_MAX.STAR ) {
|
||||||
|
return resResult(STATUS.ROLE_STAR_NOT_ENOUGH);
|
||||||
|
}
|
||||||
|
|
||||||
// 根据dic_zyz_hero_quality_up 获得需要的材料
|
// 根据dic_zyz_hero_quality_up 获得需要的材料
|
||||||
// 检查是否达到6星
|
let dicHeroQualityUp = getGamedata('dic_zyz_hero_quality_up');
|
||||||
// 升品,满品3级
|
const curDicHeroQualityUp = dicHeroQualityUp.find(cur => cur.quality == quality);
|
||||||
// handleCost
|
if(!curDicHeroQualityUp) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
|
||||||
|
let {fragmentNum, consume} = curDicHeroQualityUp;
|
||||||
|
let consumeArr = decodeStr('cost', consume);
|
||||||
|
|
||||||
|
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]);
|
||||||
|
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
|
||||||
|
|
||||||
|
hero.quality ++;
|
||||||
|
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
|
||||||
|
const curHero = {
|
||||||
|
hid,
|
||||||
|
quality : heros[0].quality
|
||||||
|
}
|
||||||
|
return resResult(STATUS.SUCCESS, {curHero});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 武将觉醒
|
||||||
|
public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number}, session: BackendSession) {
|
||||||
|
// 根据dic_hero 获得 碎片id
|
||||||
|
// 根据dic_zyz_hero_wake 获得需要花费的碎片和材料
|
||||||
|
// 特殊处理,初次觉醒fireStage传0,保存为 colorStar = 1, colorStarStage = 0,花费的材料取的0星的
|
||||||
|
// 检查品质是否是橙色
|
||||||
|
// 升星阶,满6自动升星
|
||||||
|
// handleCost
|
||||||
|
|
||||||
|
let roleId: string = session.get('roleId');
|
||||||
|
let sid: string = session.get('sid');
|
||||||
|
|
||||||
|
let {hid, colorStar, colorStarStage} = msg;
|
||||||
|
// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
|
||||||
|
let dicHero = getHeroInfoById(hid);
|
||||||
|
if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
|
||||||
|
let {pieceId} = dicHero;
|
||||||
|
|
||||||
|
let hero = await HeroModel.findByHidAndRole(hid, roleId);
|
||||||
|
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
|
||||||
|
|
||||||
|
let {colorStar: oldColorStar, colorStarStage: oldColorStarStage, star, quality} = hero;
|
||||||
|
if(colorStar != oldColorStar || colorStarStage != oldColorStarStage) {
|
||||||
|
return resResult(STATUS.WRONG_PARMS);
|
||||||
|
}
|
||||||
|
if(star != HERO_GROW_MAX.STAR) {
|
||||||
|
return resResult(STATUS.ROLE_WAKE_STAR_NOT_ENOUGH);
|
||||||
|
}
|
||||||
|
if(quality != HERO_GROW_MAX.QUALITY) {
|
||||||
|
return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH);
|
||||||
|
}
|
||||||
|
// 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量
|
||||||
|
const dicHeroStar = getGamedata('dic_zyz_hero_wake');
|
||||||
|
const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star == oldColorStar);
|
||||||
|
if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
|
||||||
|
|
||||||
|
let {fragmentNum, consume} = curDicHeroStar;
|
||||||
|
let consumeArr = decodeStr('cost', consume);
|
||||||
|
|
||||||
|
console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
|
||||||
|
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]);
|
||||||
|
|
||||||
|
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
|
||||||
|
|
||||||
|
let isUpStar = oldColorStar == 0|| oldColorStarStage + 1 == ABI_STAGE.END;
|
||||||
|
hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar;
|
||||||
|
hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1;
|
||||||
|
|
||||||
|
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
|
||||||
|
const curHero = {
|
||||||
|
hid,
|
||||||
|
star : heros[0].star,
|
||||||
|
starStage : heros[0].starStage,
|
||||||
|
colorStar: heros[0].colorStar,
|
||||||
|
colorStarStage: heros[0].colorStarStage
|
||||||
|
}
|
||||||
|
return resResult(STATUS.SUCCESS, {isUpStar, curHero});
|
||||||
|
}
|
||||||
|
|
||||||
//训练
|
//训练
|
||||||
|
|
||||||
async heroJobTrain (msg: {hid:number}, session: BackendSession) {
|
async heroJobTrain (msg: {hid:number}, session: BackendSession) {
|
||||||
let roleId: string = session.get('roleId');
|
let roleId: string = session.get('roleId');
|
||||||
let sid: string = session.get('sid');
|
let sid: string = session.get('sid');
|
||||||
|
|||||||
@@ -53,10 +53,12 @@ export enum ABI_TYPE{
|
|||||||
}
|
}
|
||||||
|
|
||||||
export enum ABI_STAGE {
|
export enum ABI_STAGE {
|
||||||
|
START = 0,
|
||||||
HP = 1,
|
HP = 1,
|
||||||
ATK = 2,
|
ATK = 2,
|
||||||
DEF = 3,
|
DEF = 3,
|
||||||
MDEF = 4,
|
MDEF = 4,
|
||||||
AGI = 5,
|
AGI = 5,
|
||||||
LUK = 6
|
LUK = 6,
|
||||||
|
END = 6
|
||||||
}
|
}
|
||||||
@@ -326,4 +326,12 @@ export const FRIEND_DROP_TYPE = {
|
|||||||
// 每日情谊点上限
|
// 每日情谊点上限
|
||||||
export const FRIEND_DROP_MAX = {
|
export const FRIEND_DROP_MAX = {
|
||||||
COM_BTL: 150
|
COM_BTL: 150
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// 武将上限
|
||||||
|
export const HERO_GROW_MAX = {
|
||||||
|
STAR: 6,
|
||||||
|
COLORSTAR: 6,
|
||||||
|
QUALITY: 3
|
||||||
}
|
}
|
||||||
@@ -121,6 +121,17 @@ export const STATUS = {
|
|||||||
// 武将合成,升级,升星,升品相关 30200 - 30299
|
// 武将合成,升级,升星,升品相关 30200 - 30299
|
||||||
ROLE_HERO_EXISTS: {code: 30200, simStr: '已存在武将不可合成' },
|
ROLE_HERO_EXISTS: {code: 30200, simStr: '已存在武将不可合成' },
|
||||||
ROLE_METERIAL_ERROR: {code: 30201, simStr: '材料错误' },
|
ROLE_METERIAL_ERROR: {code: 30201, simStr: '材料错误' },
|
||||||
|
ROLE_HERO_NOT_EXISTS: {code: 30202, simStr: '未找到该武将' },
|
||||||
|
ROLE_HERO_LV_OVER: {code: 30203, simStr: '武将等级不可超过主公等级' },
|
||||||
|
ROLE_HERO_LV_TYPE_ERROR: {code: 30204, simStr: '只可选择升1级或升5级' },
|
||||||
|
ROLE_EXP_NOT_ENOUGH: {code: 30205, simStr: '材料经验不足' },
|
||||||
|
ROLE_STAR_STAGE_NOT_ENOUGH: {code: 30206, simStr: '请先点亮前面的星盘' },
|
||||||
|
ROLE_STAR_REACH_MAX: {code: 30207, simStr: '已升满星,请先觉醒' },
|
||||||
|
ROLE_STAR_NOT_ENOUGH: {code: 30208, simStr: '未升满星,不可升品' },
|
||||||
|
ROLE_QUALITY_REACH_MAX: {code: 30209, simStr: '品质已升满' },
|
||||||
|
ROLE_WAKE_STAR_NOT_ENOUGH: {code: 30210, simStr: '未升满星,不可觉醒' },
|
||||||
|
ROLE_QUALITY_NOT_ENOUGH: {code: 30211, simStr: '品质未升满,不可觉醒' },
|
||||||
|
|
||||||
// 武将训练,好感度,羁绊,时装相关 30300 - 30399
|
// 武将训练,好感度,羁绊,时装相关 30300 - 30399
|
||||||
|
|
||||||
// 社交相关状态 40000 - 49999
|
// 社交相关状态 40000 - 49999
|
||||||
|
|||||||
+7
-4
@@ -1,6 +1,8 @@
|
|||||||
import BaseModel from './BaseModel';
|
import BaseModel from './BaseModel';
|
||||||
import { index, getModelForClass, prop, Ref, mongoose } from '@typegoose/typegoose';
|
import { index, getModelForClass, prop, Ref, mongoose } from '@typegoose/typegoose';
|
||||||
import Equip from './Equip';
|
import Equip from './Equip';
|
||||||
|
import { CounterModel } from './Counter';
|
||||||
|
import { COUNTER } from '../consts/consts';
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 英雄表
|
* 英雄表
|
||||||
@@ -12,7 +14,7 @@ interface heroUpdate {
|
|||||||
star?: number;
|
star?: number;
|
||||||
starStage?: number;
|
starStage?: number;
|
||||||
colorStar?: number;
|
colorStar?: number;
|
||||||
fireStage?: number;
|
colorStarStage?: number;
|
||||||
quality?: number;
|
quality?: number;
|
||||||
job?:number;
|
job?:number;
|
||||||
jobStage?:number;
|
jobStage?:number;
|
||||||
@@ -63,7 +65,7 @@ export default class Hero extends BaseModel {
|
|||||||
@prop({ required: true, default: 0 })
|
@prop({ required: true, default: 0 })
|
||||||
colorStar: number; // 觉醒, 彩星
|
colorStar: number; // 觉醒, 彩星
|
||||||
@prop({ required: true, default: 0 })
|
@prop({ required: true, default: 0 })
|
||||||
fireStage: number; // 觉醒六维阶段
|
colorStarStage: number; // 觉醒六维阶段
|
||||||
|
|
||||||
@prop({ required: true, default: 0 })
|
@prop({ required: true, default: 0 })
|
||||||
quality: number; // 品质
|
quality: number; // 品质
|
||||||
@@ -120,9 +122,10 @@ export default class Hero extends BaseModel {
|
|||||||
|
|
||||||
public static async createHero(heroInfo: {roleId: string, roleName: string, hid: number, hName: string, star: number, quality: number, job: number, lv?: number }, lean = true) {
|
public static async createHero(heroInfo: {roleId: string, roleName: string, hid: number, hName: string, star: number, quality: number, job: number, lv?: number }, lean = true) {
|
||||||
const doc = new HeroModel();
|
const doc = new HeroModel();
|
||||||
const update = Object.assign(doc.toJSON(), heroInfo);
|
const seqId = await CounterModel.getNewCounter(COUNTER.HID)||-1;
|
||||||
|
const update = Object.assign(doc.toJSON(), heroInfo, {seqId});
|
||||||
delete update._id;
|
delete update._id;
|
||||||
const hero = await HeroModel.findOneAndUpdate({roleId: heroInfo.roleId, hid: heroInfo.hid}, update, {upsert: true, new: true}).select('hid hName lv exp star starStage colorStar fireStage quality job jobStage connections favour favourLv skins equips').lean(lean);
|
const hero = await HeroModel.findOneAndUpdate({roleId: heroInfo.roleId, hid: heroInfo.hid}, update, {upsert: true, new: true}).select('hid hName lv exp star starStage colorStar colorStarStage quality job jobStage connections favour favourLv skins equips').lean(lean);
|
||||||
return hero;
|
return hero;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -13,6 +13,7 @@ const heroInfos = new Map<number, any>();
|
|||||||
const jobInfos = new Map<number, any>();
|
const jobInfos = new Map<number, any>();
|
||||||
const jobClassMaxGrades = new Map<number, number>();
|
const jobClassMaxGrades = new Map<number, number>();
|
||||||
const levelInfos = new Map<number, {sum: number, cur: number}>();
|
const levelInfos = new Map<number, {sum: number, cur: number}>();
|
||||||
|
const heroLevelInfo = new Map<number, number>();
|
||||||
const starRatioInfo = new Map<number, number>();
|
const starRatioInfo = new Map<number, number>();
|
||||||
const heroSkillInfo = new Map<number, any>()
|
const heroSkillInfo = new Map<number, any>()
|
||||||
const seidInfo = new Map<number, any>();
|
const seidInfo = new Map<number, any>();
|
||||||
@@ -118,6 +119,16 @@ function parseLevelInfo() {
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function parseHeroLevelInfo() {
|
||||||
|
const jobFile = 'dic_zyz_charexp';
|
||||||
|
const levelData = gamedata['jsons'][jobFile] || [];
|
||||||
|
levelData.forEach(elem => {
|
||||||
|
if (elem && elem.level) {
|
||||||
|
heroLevelInfo.set(elem.level, elem.exp);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
function parseStarRatio() {
|
function parseStarRatio() {
|
||||||
const file = 'dic_star_ratio';
|
const file = 'dic_star_ratio';
|
||||||
const data = gamedata['jsons'][file] || [];
|
const data = gamedata['jsons'][file] || [];
|
||||||
@@ -256,6 +267,7 @@ function parseData() {
|
|||||||
parseHeroData();
|
parseHeroData();
|
||||||
parseJobData();
|
parseJobData();
|
||||||
parseLevelInfo();
|
parseLevelInfo();
|
||||||
|
parseHeroLevelInfo();
|
||||||
parseStarRatio();
|
parseStarRatio();
|
||||||
parseHeroSkill();
|
parseHeroSkill();
|
||||||
parseSeidList();
|
parseSeidList();
|
||||||
@@ -336,6 +348,10 @@ export function getExpByLv(lv: number) {
|
|||||||
return levelInfos.get(lv);
|
return levelInfos.get(lv);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
export function getHeroExpByLv(lv: number) {
|
||||||
|
return heroLevelInfo.get(lv);
|
||||||
|
}
|
||||||
|
|
||||||
export function getStarRatio(star: number) {
|
export function getStarRatio(star: number) {
|
||||||
return starRatioInfo.get(star);
|
return starRatioInfo.get(star);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -104,6 +104,12 @@ const moment = require('moment');
|
|||||||
result = { id: parseInt(id), weight: parseInt(weight) };
|
result = { id: parseInt(id), weight: parseInt(weight) };
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
case 'cost': {
|
||||||
|
let [id, count] = arr;
|
||||||
|
if(isNaN(id) || isNaN(count)) throw new Error('data table format wrong');
|
||||||
|
result = { id: parseInt(id), count: parseInt(count)};
|
||||||
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
return result;
|
return result;
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -3,18 +3,18 @@
|
|||||||
"id": 1,
|
"id": 1,
|
||||||
"quality": 1,
|
"quality": 1,
|
||||||
"fragmentNum": 100,
|
"fragmentNum": 100,
|
||||||
"consume": "100&100&100"
|
"consume": "&"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"id": 2,
|
"id": 2,
|
||||||
"quality": 2,
|
"quality": 2,
|
||||||
"fragmentNum": 200,
|
"fragmentNum": 200,
|
||||||
"consume": "100&100&100"
|
"consume": "&"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"id": 3,
|
"id": 3,
|
||||||
"quality": 3,
|
"quality": 3,
|
||||||
"fragmentNum": 300,
|
"fragmentNum": 300,
|
||||||
"consume": "100&100&100"
|
"consume": "&"
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
@@ -4,7 +4,7 @@
|
|||||||
"quality": 1,
|
"quality": 1,
|
||||||
"star": 0,
|
"star": 0,
|
||||||
"fragmentNum": 240,
|
"fragmentNum": 240,
|
||||||
"consume": "20000&100|20001&100",
|
"consume": "&",
|
||||||
"hp_up": 21,
|
"hp_up": 21,
|
||||||
"atk_up": 22,
|
"atk_up": 22,
|
||||||
"def_up": 23,
|
"def_up": 23,
|
||||||
|
|||||||
@@ -145,7 +145,7 @@ export default class Auth extends Service {
|
|||||||
let {quality, initialStars: star, jobid: job, name: hName} = dicHero;
|
let {quality, initialStars: star, jobid: job, name: hName} = dicHero;
|
||||||
|
|
||||||
hero = await HeroModel.createHero({
|
hero = await HeroModel.createHero({
|
||||||
roleId, roleName: role.roleName, hid, hName, star, lv: 30, quality, job
|
roleId, roleName: role.roleName, hid, hName, star, quality, job
|
||||||
});
|
});
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user