秘境本挑战次数
This commit is contained in:
@@ -93,7 +93,8 @@ export const WAR_TYPE = {
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PVP: 9, // PVP
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GUILD_TIMER: 10, // 军团定时副本
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GUILD_WEEKLY: 11, // 军团周副本
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MAIN_ELITE: 12 // 主线精英
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MAIN_ELITE: 12, // 主线精英
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MYSTERY_ELITE: 13 // 秘境精英
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};
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// 事件,是否开启保存随机记录方式
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@@ -144,15 +145,21 @@ export const HANG_UP_CONSTS = {
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}
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export const TOWER_TASK_CONST = {
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REFRESH_TIME: 5,
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RAND_CNT: 8,
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MAX_TASK_REF_CNT: 8, // 完成的派遣人数最多
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MAX_HEROES_NUM: 3,
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COST_GOLD: 50
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REFRESH_TIME: 5, // 每天几点刷新
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RAND_CNT: 8, // 每次刷新多少个任务
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MAX_TASK_REF_CNT: 8, // 完成的派遣任务数最多多少个
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MAX_HEROES_NUM: 3, // 每个任务最大派遣武将数
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COST_GOLD: 50 // 每次刷新花费的元宝
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}
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export const DAILY_CONST = {
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REFRESH_TIME: 5
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REFRESH_TIME: 5 // 每天加点刷新
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}
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export const DUNGEON_CONST = {
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REFRESH_TIME: 5, // 每天加点刷新
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MAX_CNT: 10, // 最大挑战次数
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MAX_BUY_CNT: 10 // 最大购买次数
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}
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export const EXPEDITION_CONST = {
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@@ -198,7 +205,8 @@ export const GONGSHI = {
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* 公式: A * num + B
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*/
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export const GOLD_COST_RATIO = {
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"TOWER_HANG_SPDUP": { "A": 0, "B": 50 },
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"TPWER_TASK_REF": { "A": 0, "B": 200 },
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"DAILY_REF_NUM": { "A": 50, "B": 0 }
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"TOWER_HANG_SPDUP": { "A": 0, "B": 50 }, // 天梯挂机加速花费
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"TPWER_TASK_REF": { "A": 0, "B": 200 }, // 天梯派遣刷新花费
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"DAILY_REF_NUM": { "A": 50, "B": 0 }, // 每日购买次数花费
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"DUNGRON_BUY_NUM": { "A": 0, "B": 50 } // 秘境购买次数花费
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}
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@@ -28,7 +28,7 @@ export const STATUS = {
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DAILY_WAR_NOT_FOUND: { code: 20201, simStr: '未找到该关卡' },
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DAILY_TYPE_NOT_FOUND: { code: 20202, simStr: '未找到该类型' },
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DAILY_TIMES_LACK: { code: 20203, simStr: '次数不足' },
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DAILY_REFRESH_TIMES_LACK: { code: 20203, simStr: '刷新次数不足' },
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DAILY_REFRESH_TIMES_LACK: { code: 20203, simStr: '购买次数不足' },
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DAILY_REFRESH_GOLD_LACK: { code: 20204, simStr: '元宝不足' },
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// 奇遇 20300 - 20399
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EVENT_RECORD_NOT_FOUND: { code: 20301, simStr: '未找到记录' },
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@@ -71,6 +71,9 @@ export const STATUS = {
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TOWER_REF_CNT_NOT_ENOUGH: { code: 20518, simStr: '派遣次数不足' },
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// 共斗 20600 - 20699
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COM_BATTLE_DUP_ENTER: { code: 20601, simStr: '不能重复加入' },
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// 秘境 20700 - 20799
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DUNGEON_REFRESH_TIMES_LACK: { code: 20701, simStr: '购买次数不足' },
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DUNGEON_TIMES_LACK: { code: 20701, simStr: '挑战次数不足' },
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// 养成相关状态 30000 - 39999
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// 社交相关状态 40000 - 49999
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// 运营模块相关状态 50000 - 59999
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@@ -110,6 +110,13 @@ export default class Hero extends BaseModel {
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return heroes;
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}
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public static async updateCe(roleId: string, hid: number, ce: number, oldCe: number, historyCe: number, lean = true) {
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let distance = ce - oldCe;
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let historyDistance = ce > historyCe ?ce - historyCe: 0;
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let result = await HeroModel.findOneAndUpdate({roleId, hid}, {$inc:{ce: distance, historyCe: historyDistance}}).lean(lean);
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return result||{};
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}
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public static async deleteAccount(roleId: string, lean = true) {
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let result = await HeroModel.deleteMany({roleId}).lean(lean);
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return result||{};
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@@ -71,6 +71,12 @@ export default class PvpDefense extends BaseModel {
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}
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public static async updateCe(roleId: string, hid: number, ce: number, oldCe: number, lean = true) {
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let distance = ce - oldCe;
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const rec = await PvpDefenseModel.findOneAndUpdate({roleId, 'heroes.actorId': hid}, {$inc: {ce: distance}}).lean(lean);
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return rec
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}
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public static async deleteAccount(roleId: string, lean = true) {
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let result = await PvpDefenseModel.deleteMany({roleId}).lean(lean);
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return result||{};
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@@ -3,6 +3,7 @@ import BaseModel from './BaseModel';
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import { index, getModelForClass, prop } from '@typegoose/typegoose';
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import User from './User';
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import { shouldRefresh } from '../pubUtils/util';
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import { HeroModel } from './Hero';
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class TopHero {
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@prop({ required: true })
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@@ -137,6 +138,13 @@ export default class Role extends BaseModel {
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@prop({ required: true, default: new Date() })
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expeditionResetRefTime: Date; // 远征重置次数刷新时间
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// 秘境相关
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@prop({ required: true, default: 0 })
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dungeonCnt: number; // 秘境挑战次数
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@prop({ required: true, default: 0 })
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dungeonBuyCnt: number; // 秘境购买次数
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@prop({ required: true, default: new Date() })
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dungeonRefTime: Date; // 秘境刷新时间
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public static async findByUid(uid: number, serverId: number, lean = true) {
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const role = await RoleModel.findOne({ 'userInfo.uid': uid, serverId }).lean(lean);
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@@ -285,6 +293,30 @@ export default class Role extends BaseModel {
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return role;
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}
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// 购买次数
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public static async buyCnt(roleId: string, needRefresh: boolean, inc: number, curTime: Date, lean = true) { console.log('&*&*&*&*&')
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let role = null;
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if (needRefresh) {
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role = await RoleModel.findOneAndUpdate({roleId}, {dungeonCnt: 0, dungeonRefTime: curTime, dungeonBuyCnt: inc}, {new: true}).lean(lean);
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} else {
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role = await RoleModel.findOneAndUpdate({roleId}, {$inc: {dungeonBuyCnt: inc}}, {new: true}).lean(lean);
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}
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return role;
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}
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// 增加次数
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public static async increaseDungeonCnt(roleId: string, needRefresh: boolean, inc: number, curTime: Date, lean = true) {
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let role = null;
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if (needRefresh) {
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role = await RoleModel.findOneAndUpdate({roleId}, {dungeonCnt: inc, dungeonRefTime: curTime, dungeonBuyCnt: 0}, {new: true}).lean(lean);
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} else {
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role = await RoleModel.findOneAndUpdate({roleId}, {$inc: {dungeonCnt: inc}}, {new: true}).lean(lean);
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}
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return role;
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}
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// 获取排行榜
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public static async getRank(type: string, fields: Array<string>, page = 1, limit = 100, lean = true) {
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let sortBy = {};
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@@ -295,6 +327,42 @@ export default class Role extends BaseModel {
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const ranks = await RoleModel.find().select(fields.join(' ')).sort(sortBy).limit(limit).skip((page - 1) * limit).lean(lean);
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return ranks;
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}
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public static async updateSumCe(roleId: string, hid: number, ce: number, oldCe: number, lean = true) {
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let role = await RoleModel.findByRoleId(roleId);
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let topFive = role?.topFive||new Array();
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let distance = ce - oldCe;
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topFive.sort((a, b) => {return b.ce - a.ce}); // 0-5,最大-最小
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let index = topFive.findIndex(cur => cur.hid == hid);
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if(index == -1) { // 不在最强列表
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if(topFive.length < 5) { // 不满5人
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topFive.push({hid, ce});
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} else if(topFive.length == 5){
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if(ce > topFive[topFive.length - 1].ce) { // 跻身最强6人
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topFive.pop();
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topFive.push({hid, ce});
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} else {
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topFive[index].ce = ce;
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}
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} else {
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topFive.splice(5, topFive.length - 5);
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}
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} else { // 原来就是最强5人
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if(ce < topFive[topFive.length - 1].ce) { // 滑出最强
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let heroes = await HeroModel.getTopHero(roleId, 5);
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topFive = heroes.map(cur => {return {hid: cur.hid, ce: cur.ce}});
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} else {
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topFive[index].ce = ce;
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}
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}
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let topFiveCe = topFive.reduce((pre, cur) => {
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return pre + cur.ce
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}, 0);
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await RoleModel.findOneAndUpdate({roleId}, { topFive, topFiveCe, $inc: {ce: distance} }).lean(lean);
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}
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}
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export const RoleModel = getModelForClass(Role);
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@@ -3,7 +3,7 @@ import path = require('path');
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import { ABI_TYPE } from '../consts/abilityConst';
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let gamedata = {};
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const wars = ['dic_zyz_gk_main', 'dic_zyz_gk_mainElite', 'dic_zyz_gk_daily', 'dic_zyz_gk_event', 'dic_zyz_gk_tower', 'dic_zyz_gk_expedition']; // 关卡相关的表
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const wars = ['dic_zyz_gk_main', 'dic_zyz_gk_mainElite', 'dic_zyz_gk_daily', 'dic_zyz_gk_event', 'dic_zyz_gk_tower', 'dic_zyz_gk_expedition', 'dic_zyz_gk_dungeon','dic_zyz_gk_dungeonElite']; // 关卡相关的表
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const allWarInfos = new Map<number, any>();
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const towerInfos = new Map<number, any>();
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const towerTaskInfos = new Map<number, any>();
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@@ -333,38 +333,10 @@ export async function updateCe(roleId: string, hero: any ) {
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let ce = actor.calculateCE();
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if(ce != oldCe) {
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// 更新总战力&最强五人战力
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let role = await RoleModel.findByRoleId(roleId);
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let distance = ce - oldCe;
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let historyDistance = ce > historyCe ?ce - historyCe: 0;
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let topFive = role?.topFive||new Array();
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topFive.sort((a, b) => {return b.ce - a.ce}); // 0-5,最大-最小
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let index = topFive.findIndex(cur => cur.hid == hid);
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if(index == -1) { // 不在最强列表
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if(topFive.length < 5) { // 不满5人
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topFive.push({hid, ce});
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} else if(topFive.length == 5){
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if(ce > topFive[topFive.length - 1].ce) { // 跻身最强6人
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topFive.pop();
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topFive.push({hid, ce});
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} else {
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topFive[index].ce = ce;
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}
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} else {
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topFive.splice(5, topFive.length - 5);
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}
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} else { // 原来就是最强5人
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if(ce < topFive[topFive.length - 1].ce) { // 滑出最强
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let heroes = await HeroModel.getTopHero(roleId, 5);
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topFive = heroes.map(cur => {return {hid: cur.hid, ce: cur.ce}});
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} else {
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topFive[index].ce = ce;
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}
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}
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let topFiveCe = topFive.reduce((pre, cur) => {
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return pre + cur.ce
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}, 0);
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await RoleModel.findOneAndUpdate({roleId}, { topFive, topFiveCe, $inc: {ce: distance} });
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await PvpDefenseModel.findOneAndUpdate({roleId, 'heroes.actorId': hid}, {$inc: {ce: distance}});
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await HeroModel.findOneAndUpdate({roleId, hid}, {$inc:{ce: distance, historyCe: historyDistance}})
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await RoleModel.updateSumCe(roleId, hid, ce, oldCe);
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// 更新pvp防守阵容战力
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await PvpDefenseModel.updateCe(roleId, hid, ce, oldCe);
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// 更新武将战力,历史最高战力
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await HeroModel.updateCe(roleId, hid, ce, oldCe, historyCe);
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}
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}
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40
shared/resource/jsons/dic_zyz_gk_dungeon.json
Normal file
40
shared/resource/jsons/dic_zyz_gk_dungeon.json
Normal file
@@ -0,0 +1,40 @@
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[
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{
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"war_id": 3001,
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"dispatchJsonId": 3001,
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"bg_img_id": 501,
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"script_id": 0,
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"fixReward": "10205&1|17001&10|17005&2|17006&3",
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"warType": 6,
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"gk_name": "秘境&怒狼洞穴1",
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"kingExp": 100,
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"turnLimted": 20,
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"forcedCharactor": "&",
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"fobiddenCharactor": "&",
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"victoryInfoInUI": "消灭所有敌军",
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"loseInfoInUI": "我方全部阵亡",
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"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
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"cost": 0,
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"recommendedPower": 10008,
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"previousGk": 127
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},
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{
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"war_id": 3002,
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"dispatchJsonId": 3002,
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"bg_img_id": 501,
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"script_id": 0,
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"fixReward": "10005&1|17002&10|17007&2|17008&3",
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"warType": 6,
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"gk_name": "秘境&怒狼洞穴2",
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"kingExp": 100,
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"turnLimted": 20,
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"forcedCharactor": "&",
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"fobiddenCharactor": "&",
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"victoryInfoInUI": "消灭所有敌军",
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"loseInfoInUI": "我方全部阵亡",
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"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
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"cost": 0,
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"recommendedPower": 10008,
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"previousGk": 3001
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}
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]
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40
shared/resource/jsons/dic_zyz_gk_dungeonElite.json
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40
shared/resource/jsons/dic_zyz_gk_dungeonElite.json
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@@ -0,0 +1,40 @@
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[
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{
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"war_id": 3010,
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"dispatchJsonId": 3010,
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"bg_img_id": 501,
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"script_id": 0,
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"fixReward": "10205&1|17001&10|17005&2|17006&3",
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"warType": 13,
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"gk_name": "秘境&怒狼洞穴1",
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"kingExp": 100,
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"lvLimted": 10,
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"forcedCharactor": "&",
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"fobiddenCharactor": "&",
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"victoryInfoInUI": "消灭所有敌军",
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"loseInfoInUI": "我方全部阵亡",
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"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
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"cost": 0,
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"recommendedPower": 10008,
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"previousGk": 3001
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},
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{
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"war_id": 3011,
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"dispatchJsonId": 3011,
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"bg_img_id": 501,
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"script_id": 0,
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"fixReward": "10005&1|17002&10|17007&2|17008&3",
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"warType": 13,
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"gk_name": "秘境&怒狼洞穴2",
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"kingExp": 100,
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"lvLimted": 10,
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"forcedCharactor": "&",
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"fobiddenCharactor": "&",
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"victoryInfoInUI": "消灭所有敌军",
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"loseInfoInUI": "我方全部阵亡",
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"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
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"cost": 0,
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"recommendedPower": 10008,
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"previousGk": 3002
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}
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]
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