形象:解锁头像相框形象
This commit is contained in:
@@ -28,6 +28,9 @@ export const CONSUME_TYPE = {
|
||||
PIECE: 8, // 装备碎片
|
||||
JEWEL: 9, //宝石
|
||||
FRIEND_FAVOUR: 10, // 好友道具
|
||||
HEAD: 11, // 头像
|
||||
FRAME: 12, // 相框
|
||||
SPINE: 13, // 形象
|
||||
};
|
||||
|
||||
export enum ROLE_TERAPH {
|
||||
@@ -127,7 +130,10 @@ const itid_array = [
|
||||
{ id: 46, name: '礼器宝石', table: 'item', type: CONSUME_TYPE.JEWEL },
|
||||
{ id: 47, name: '典籍宝石', table: 'item', type: CONSUME_TYPE.JEWEL },
|
||||
{ id: 48, name: '灵玄石', table: 'item', type: CONSUME_TYPE.JEWEL },
|
||||
{ id: 49, name: '玩家好感道具', table: 'item', type: CONSUME_TYPE.FRIEND_FAVOUR }
|
||||
{ id: 49, name: '玩家好感道具', table: 'item', type: CONSUME_TYPE.FRIEND_FAVOUR },
|
||||
{ id: 50, name: '形象', table: 'hero', type: CONSUME_TYPE.FRIEND_FAVOUR },
|
||||
{ id: 51, name: '相框', table: 'hero', type: CONSUME_TYPE.FRIEND_FAVOUR },
|
||||
{ id: 52, name: '玩家形象', table: 'hero', type: CONSUME_TYPE.FRIEND_FAVOUR }
|
||||
];
|
||||
|
||||
export const ITID = new Map<number, {id: number, name: string, table: string, type?: number, isCurrency?: boolean, equipJewel?: number}>();
|
||||
@@ -235,4 +241,11 @@ export function getDropItems() {
|
||||
{ id:2008 ,count: 2 },{ id:2012 ,count: 2 },{ id:2208 ,count: 2 },{ id:2016 ,count: 2 },{ id:2120 ,count: 2 },{ id:2220 ,count: 2 },{ id:50031, count: 1000}
|
||||
]
|
||||
return items;
|
||||
}
|
||||
|
||||
|
||||
// 头像/相框 获取条件
|
||||
export enum FIGURE_UNLOCK_CONDITION {
|
||||
GET_HERO = 1, // 获取武将
|
||||
HERO_FAVOR = 2, // 武将好感度达到
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
|
||||
export enum ROLE_SELECT {
|
||||
// 初始登录数据
|
||||
ENTRY = 'serverId userInfo.uid userInfo.tel userInfo.serverType ce topLineupCe teraphs roleId roleName tili lv exp gold coin vLv title hasGuild funcs eventStatus heads head frames frame spine guildCode frdCnt',
|
||||
ENTRY = 'serverId userInfo.uid userInfo.tel userInfo.serverType ce topLineup topLineupCe teraphs roleId roleName tili lv exp gold coin vLv title hasGuild funcs eventStatus heads head frames frame spines spine guildCode frdCnt showLineup',
|
||||
// 玩家列表显示基础数据
|
||||
SHOW_SIMPLE = 'roleId roleName ce head frame spine lv title job quitTime vLv guildName serverId userInfo.serverType',
|
||||
// 显示申请需要的信息
|
||||
@@ -12,7 +12,7 @@ export enum ROLE_SELECT {
|
||||
GET_ROLE_ID = 'roleId',
|
||||
GET_MY_SERVER = 'lv serverId userInfo.serverType',
|
||||
COM_BATTLE = 'lv head frame spine topLineupCe',
|
||||
GET_HEADS = 'heads head frames frame spine'
|
||||
GET_HEADS = 'heads head frames frame spines spine'
|
||||
};
|
||||
|
||||
export enum HERO_SELECT {
|
||||
|
||||
@@ -423,4 +423,4 @@ export enum DEFAULT_DEVICE_ID {
|
||||
}
|
||||
|
||||
// 阵容人数限制
|
||||
export const LINEUP_NUM = 6;
|
||||
export const LINEUP_NUM = 6;
|
||||
|
||||
@@ -278,8 +278,9 @@ export const STATUS = {
|
||||
FRAME_NOT_FOUND: { code: 30805, simStr: '未找到相框' },
|
||||
FRAME_IS_WEARING: { code: 30806, simStr: '相框已设置中' },
|
||||
FRAME_IS_LOCKED: { code: 30807, simStr: '相框未解锁' },
|
||||
SPINE_IS_WEARING: { code: 30808, simStr: '形象已设置中' },
|
||||
SPINE_NOT_FOUND: { code: 30809, simStr: '形象未解锁' },
|
||||
SPINE_NOT_FOUND: { code: 30808, simStr: '未找到形象' },
|
||||
SPINE_IS_WEARING: { code: 30809, simStr: '形象已设置中' },
|
||||
SPINE_IS_LOCKED: { code: 30810, simStr: '形象未解锁' },
|
||||
|
||||
// 社交相关状态 40000 - 49999
|
||||
SYS_CHANNEL_AUTH_NOT_ENOUGH: {code: 40000, simStr: '无法在系统频道发送消息'},
|
||||
|
||||
@@ -266,11 +266,6 @@ export default class Hero extends BaseModel {
|
||||
const user: HeroType[] = await HeroModel.find(searchObj).lean(lean);
|
||||
return user;
|
||||
}
|
||||
|
||||
public static async checkSkin(roleId: string, skinId: number) {
|
||||
let hero = await HeroModel.findOne({ roleId, 'skins.id': skinId }).lean();
|
||||
return !!hero;
|
||||
}
|
||||
}
|
||||
|
||||
export const HeroModel = getModelForClass(Hero);
|
||||
|
||||
@@ -124,12 +124,12 @@ export default class Role extends BaseModel {
|
||||
@prop({ required: true, type: Number })
|
||||
showLineup: number[]; // 展示阵容
|
||||
|
||||
@prop({ required: true, type: Figure, default: [] })
|
||||
@prop({ required: true, type: Figure, default: [], _id: false })
|
||||
heads: Figure[]; // 拥有头像列表
|
||||
@prop({ required: true, type: Figure, default: [] })
|
||||
@prop({ required: true, type: Figure, default: [], _id: false })
|
||||
frames: Figure[]; // 拥有相框列表
|
||||
@prop({ required: true, default: FIGURE.DEFAULT_SPINE })
|
||||
spine: number; // 显示形象
|
||||
@prop({ required: true, type: Figure, default: [], _id: false })
|
||||
spines: Figure[]; // 拥有的形象
|
||||
|
||||
public get head () { // 虚拟字段head 当前头像
|
||||
let curHead = this.heads?.find(cur => cur.enable && cur.time > nowSeconds());
|
||||
@@ -141,6 +141,11 @@ export default class Role extends BaseModel {
|
||||
return curFrame?curFrame.id: FIGURE.DEFAULT_FRAME;
|
||||
}
|
||||
|
||||
public get spine () { // 虚拟字段spine 当前形象
|
||||
let curSpine = this.spines?.find(cur => cur.enable && cur.time > nowSeconds());
|
||||
return curSpine?curSpine.id: FIGURE.DEFAULT_SPINE;
|
||||
}
|
||||
|
||||
@prop({ required: true, default: 0 })
|
||||
exp: number; // 经验值
|
||||
@prop({ required: true, default: 1 })
|
||||
|
||||
@@ -208,46 +208,24 @@ export class Figure {
|
||||
id: number; // 头像id
|
||||
@prop({ required: true, default: false })
|
||||
enable: boolean = false; // 是否启用
|
||||
@prop({ required: false, default: 0 })
|
||||
@prop({ required: false })
|
||||
time?: number; // 到期时间
|
||||
@prop({ required: true, default: [] })
|
||||
unlockedType: number[] = []; // 当前已经解锁了的type
|
||||
@prop({ required: true, default: false })
|
||||
unlocked: boolean = false; // 是否已解锁
|
||||
|
||||
public get status () { // 虚拟字段status,当前头像是否已经解锁
|
||||
let dicGoods = gameData.goods.get(this.id);
|
||||
if(!dicGoods) return false;
|
||||
|
||||
let hasUnlockedAll = true;
|
||||
for(let {type} of dicGoods.condition) {
|
||||
if(!this.unlockedType.includes(type)) {
|
||||
hasUnlockedAll = false; break;
|
||||
}
|
||||
}
|
||||
if(!hasUnlockedAll) return true;
|
||||
|
||||
if(dicGoods.timeLimit) { // 超时
|
||||
if(this.time < nowSeconds()) return false;
|
||||
}
|
||||
if(!this.unlocked) return this.unlocked; // 未解锁
|
||||
if(this.time && this.time < nowSeconds()) return false; // 已解锁过时
|
||||
return true;
|
||||
}
|
||||
|
||||
constructor(id: number, unlockedType?: number[]) {
|
||||
let dicGoods = gameData.goods.get(id);
|
||||
if(dicGoods) {
|
||||
this.id = id;
|
||||
if(!unlockedType) unlockedType = dicGoods.condition.map(cur => cur.type);
|
||||
this.unlockedType = unlockedType;
|
||||
|
||||
let hasUnlockedAll = true;
|
||||
for(let {type} of dicGoods.condition) {
|
||||
if(!this.unlockedType.includes(type)) {
|
||||
hasUnlockedAll = false; break;
|
||||
}
|
||||
}
|
||||
if(hasUnlockedAll && dicGoods.timeLimit) {
|
||||
this.time = getBeforeDaySeconds(-1 * dicGoods.timeLimit); // timeLimit天以后
|
||||
}
|
||||
}
|
||||
constructor(id: number, unlocked: boolean, time?: number, enable = false) {
|
||||
this.id = id;
|
||||
this.unlocked = unlocked;
|
||||
if(time) this.time = time;
|
||||
this.enable = enable;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -11,6 +11,9 @@ export class RankParam {
|
||||
spine: number = FIGURE.DEFAULT_SPINE;
|
||||
title: number;
|
||||
|
||||
headHid: number = 19; // TODO 等客户端接完将这些删除
|
||||
sHid: number = 19;
|
||||
|
||||
constructor(roleName: string, lv: number, vLv: number, head: number, frame: number, spine: number, title: number) {
|
||||
this.roleName = roleName;
|
||||
this.lv = lv;
|
||||
@@ -34,6 +37,10 @@ export class GuildRankParam {
|
||||
head: number;
|
||||
frame: number;
|
||||
spine: number;
|
||||
|
||||
|
||||
headHid: number;
|
||||
sHid: number;
|
||||
}
|
||||
|
||||
constructor(icon: number, name: string, lv: number, leader: {roleName: string, title: number, lv: number, head: number, frame: number, spine: number}) {
|
||||
@@ -53,6 +60,9 @@ export class GuildLeader {
|
||||
frame: number;
|
||||
spine: number;
|
||||
|
||||
headHid: number = 19;
|
||||
sHid: number = 19;
|
||||
|
||||
constructor(leader: {roleName: string, title: number, lv: number, head: number, frame: number, spine: number}) {
|
||||
this.roleName = leader.roleName;
|
||||
this.title = leader.title;
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import { dicHero } from "./dictionary/DicHero";
|
||||
import { dicGoods, blueprt, dicJewel } from "./dictionary/DicGoods";
|
||||
import { dicGoods, blueprt, dicJewel, figureCondition } from "./dictionary/DicGoods";
|
||||
import { dicBlueprtCompose } from "./dictionary/DicBlueprtCompose";
|
||||
import { dicBlueprtPossibility } from "./dictionary/DicBlueprtPossibility";
|
||||
import { dicDaily } from "./dictionary/DicDaily";
|
||||
@@ -139,6 +139,7 @@ export const gameData = {
|
||||
armyDonateBox: dicArmyDonate,
|
||||
roleFriend: dicRoleFriend,
|
||||
roleFriendLv: dicRoleFriendLv,
|
||||
figureCondition: figureCondition
|
||||
};
|
||||
|
||||
// 在此提供一些原先在gamedata中提供的方法,以便更方便获取gameData数据
|
||||
|
||||
Reference in New Issue
Block a user