更新一下const的使用

This commit is contained in:
luying
2020-12-09 17:23:15 +08:00
parent 0bec9d8020
commit b052568832
10 changed files with 69 additions and 56 deletions

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@@ -1,7 +1,6 @@
import {Application, BackendSession} from 'pinus';
import { HeroModel } from '../../../db/Hero';
import Actor from '../../../pubUtils/actor';
import { updateCe } from '../../../pubUtils/util';
export default function(app: Application) {
return new ChatHandler(app);
@@ -11,14 +10,6 @@ export class ChatHandler {
constructor(private app: Application) {
}
async test(msg: {}, session: BackendSession) {
let roleId = session.get('roleId')
let hero = await HeroModel.find().limit(1000);
for(let h of hero) {
await updateCe(h.roleId, h);
}
return 'success'
}
/**
* Send messages to users
*

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@@ -4,7 +4,8 @@ import { calPlayerCeAndSave } from '../../../services/playerCeService';
import { resResult } from '../../../pubUtils/util';
import { STATUS } from '../../../consts/statusCode';
import {HeroModel} from '../../../db/Hero';
import { getJobInfoById, getMaxGradeByjobClass , updateHeroInfo} from '../../../pubUtils/gamedata';
import { getJobInfoById, getMaxGradeByjobClass, getHeroInfoById, getGoodById } from '../../../pubUtils/gamedata';
import { ITID, CONSUME_TYPE } from '../../../consts/consts';
export default function(app: Application) {
return new HeroHandler(app);
}
@@ -32,16 +33,48 @@ export class HeroHandler {
// 武将碎片合成
public async combine(msg: { hid: 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
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let {hid} = msg;
// 检查是否存在武将
// 检查碎片数量是否足够
let hasHero = await HeroModel.findByHidAndRole(hid, roleId);
if(hasHero) return resResult(STATUS.ROLE_HERO_EXISTS);
// 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, quality, initialStars: star, pieceCount, jobid: job, name: hName} = dicHero;
// 碎片数量是否足够
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: pieceCount}]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
// createHero
// handleCost
let curHero = await HeroModel.createHero({
roleId, roleName, hid, hName, star, quality, job
});
await calPlayerCeAndSave(sid, roleId, [curHero]);
return resResult(STATUS.SUCCESS, {curHero});
}
// 武将升级
public async lvUp(msg: { hid: number, type: number, material: Array<{id: number, count: number}>}, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let { hid, type, material } = msg;
// 根据dic_goods 计算得材料可转换的经验
let allExp = 0;
for(let {id, count} of material) {
let dicGoods = getGoodById(id);
if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let dicItid = ITID.get(dicGoods.itid);
if(!dicItid || dicItid.type != CONSUME_TYPE.EXP) {
return resResult(STATUS.ROLE_METERIAL_ERROR);
}
}
// 根据dic_zyz_charexp 计算武将可以升的级数
// 检查材料是否满足升级需求
// 检查是否超出主公等级
@@ -59,10 +92,10 @@ export class HeroHandler {
}
// 武将觉醒
public async wakeUp(msg: { hid: number, fire: number, fireStage: number}, session: BackendSession) {
public async wakeUp(msg: { hid: number, colorStar: number, fireStage: 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 fire = 1, fireStage = 0花费的材料取的0星的
// 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
// 检查品质是否是橙色
// 升星阶满6自动升星
// handleCost

View File

@@ -30,17 +30,15 @@ export class RoleHandler {
}
async initHeros(roleId: string, roleName: string) {
const seqId = await CounterModel.getNewCounter(COUNTER.HID);
let ce = calculateCE({hid: 1, lv: 1});
const heroInfo = {
roleId,
roleName,
hid: 1,
hName: '曹操',
seqId,
star: 0,
ce
quality: 1,
job: 1,
star: 0
}
await HeroModel.createHero(heroInfo);
}

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@@ -204,8 +204,8 @@ async function checkCond(roleId: string, heroes, type: number, param: number, cn
switch (type) {
case 1:
for(let seqId of heroes) {
const {star, fire} = await HeroModel.findBySeqIdAndRole(seqId, roleId);
if (star + fire >= param) {
const {star, colorStar} = await HeroModel.findBySeqIdAndRole(seqId, roleId);
if (star + colorStar >= param) {
heroCnt++;
}
}

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@@ -194,17 +194,12 @@ export default class GMUsers extends Service {
for(let hid of hids) {
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(hero) continue;
const seqId = await CounterModel.getNewCounter(COUNTER.HID)||-1;
let dicHero = ctx.service.utils.getHeroById(hid);
if(!dicHero) continue;
if(!dicHero) continue;
let {quality, initialStars: star, jobid: job, name: hName} = dicHero;
const heroInfo = {
roleId,
roleName: role.roleName,
hid: hid,
hName: dicHero.name,
seqId,
lv: hlv,
star: dicHero.quality
roleId, roleName: role.roleName, hid, hName, star, quality, job,
lv: hlv
}
heroInfos.push(heroInfo);
}

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@@ -46,7 +46,9 @@ export const CONSUME_TYPE = {
CONSUME: 1, // 消耗品
SOUL: 2, // 将魂
BLUEPRT: 3, // 藏宝图
POINT: 4 // 远征币等
POINT: 4, // 远征币等
EXP: 5, // 经验书
FAVOUR: 6 // 好感度道具
};
const itid_array = [
@@ -72,6 +74,8 @@ const itid_array = [
{ id: 20, name: '布鞋', goodType: GOOD_TYPE.EQUIP },
{ id: 21, name: '饰品', goodType: GOOD_TYPE.EQUIP },
{ id: 22, name: '消耗类物品(图纸类)', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.CONSUME },
{ id: 35, name: '消耗类物品(经验书)', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.EXP },
{ id: 36, name: '消耗类物品(好感道具)', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.FAVOUR },
{ id: 23, name: '消耗类物品(材料类)', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.CONSUME },
{ id: 24, name: '消耗类物品(宝箱类)', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.CONSUME },
{ id: 26, name: '武将碎片', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.SOUL },

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@@ -114,11 +114,13 @@ export const STATUS = {
// 通用 30000 - 30099
ROLE_INFO_NOT_FOUND: { code: 30000, simStr: '数据表未找到' },
ROLE_MATERIAL_NOT_ENOUGH: { code: 30001, simStr: '材料数量不足' },
// 武将养成通用 30100 - 30199
HERO_JOB_REACH_MAX_STAGE: {code: 30100, simStr: '武将已达到最大的职业阶级'},
HERO_JOB_STAGE_REACH_MAX_STAGE: {code: 30101, simStr: '武将已训练到最大阶段'},
// 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_METERIAL_ERROR: {code: 30201, simStr: '材料错误' },
// 武将训练,好感度,羁绊,时装相关 30300 - 30399
// 社交相关状态 40000 - 49999

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@@ -1,7 +1,6 @@
import BaseModel from './BaseModel';
import { index, getModelForClass, prop, Ref, mongoose } from '@typegoose/typegoose';
import Equip from './Equip';
import { updateCe } from '../pubUtils/util';
/**
* 英雄表
@@ -12,7 +11,7 @@ interface heroUpdate {
ce?: number;
star?: number;
starStage?: number;
fire?: number;
colorStar?: number;
fireStage?: number;
quality?: number;
job?:number;
@@ -62,7 +61,7 @@ export default class Hero extends BaseModel {
@prop({ required: true, default: 0 })
starStage: number; // 星级六维阶段
@prop({ required: true, default: 0 })
fire: number; // 觉醒, 彩星
colorStar: number; // 觉醒, 彩星
@prop({ required: true, default: 0 })
fireStage: number; // 觉醒六维阶段
@@ -115,17 +114,15 @@ export default class Hero extends BaseModel {
const hero = await HeroModel.findOneAndUpdate({ roleId, hid }, {$push: {equips: equipId}}, {new: true}).lean(lean);
if (hero) {
await Equip.putOn(hero.hid, equipId);
await updateCe(roleId, hero )
}
return hero;
}
public static async createHero(heroInfo: {roleId: string, roleName: string, hid: number, star: number, hName: string, seqId: number, lv?:number, ce: 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 update = Object.assign(doc.toJSON(), heroInfo);
delete update._id;
const hero = await HeroModel.findOneAndUpdate({roleId: heroInfo.roleId, hid: heroInfo.hid}, update, {upsert: true, new: true}).lean(lean);
await updateCe(heroInfo.roleId, hero);
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);
return hero;
}

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@@ -7,7 +7,7 @@ export default class Actor {
private lv: number = 0;
private oldCe: number = 0;
private star: number = 0;
private fire: number = 0;
private colorStar: number = 0;
private equips: Array<any> = [];
private conections: Array<{id: number;name: string;valid: boolean;}> = [];
/**被动技能 */
@@ -19,9 +19,9 @@ export default class Actor {
this.lv = hero.lv;
this.oldCe = hero.ce;
this.star = hero.star;
this.fire = hero.fire;
this.colorStar = hero.colorStar;
this.equips = hero.equips;
console.log(this.hid, this.lv, this.oldCe, this.star, this.fire, this.conections);
console.log(this.hid, this.lv, this.oldCe, this.star, this.colorStar, this.conections);
this.updateActorEffect();
}

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@@ -1,5 +1,4 @@
import { FIX_SMS_CODE_TELS, COUNTER } from '@consts/consts';
import { CounterModel } from '@db/Counter';
import { DEFAULT_HEROES } from '@consts/consts';
import { HeroModel } from '@db/Hero';
import { RoleModel } from '@db/Role';
@@ -138,23 +137,17 @@ export default class Auth extends Service {
if(hero) {
continue;
}
const seqId = await CounterModel.getNewCounter(COUNTER.HID)||-1;
let dicHero = getHeroInfoById(hid);
if(!dicHero) {
break;
}
let {quality, initialStars: star, jobid: job, name: hName} = dicHero;
const heroInfo = {
roleId,
roleName: role.roleName,
hid: hid,
hName: dicHero.name,
seqId,
star: dicHero.quality,
lv: 30,
ce: 100
}
await HeroModel.createHero(heroInfo);
hero = await HeroModel.createHero({
roleId, roleName: role.roleName, hid, hName, star, lv: 30, quality, job
});
}
return ctx.service.utils.resResult(STATUS.SUCCESS, { roleId: role.roleId });
}