创建初始装备
This commit is contained in:
@@ -14,10 +14,16 @@ export class EquipHandler {
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// TODO 合成装备
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// TODO 合成装备
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public async composeEquip(msg: { gid: number, originalEquip: number[]}, session: BackendSession) {
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public async composeEquip(msg: { gid: number, originalEquip: number[]}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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// 消耗材料
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// 消耗材料
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// 获得装备
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// 获得装备
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let {gid, } = msg;
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// 1. 获得部位
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let items = [{id: gid, count: 1}];
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let goods = await addItems(roleId, roleName, sid, items);
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return resResult(STATUS.SUCCESS, { goods });
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}
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}
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// TODO 装备栏强化
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// TODO 装备栏强化
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@@ -16,17 +16,17 @@ export class RoleHandler {
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}
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}
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async initEquips(roleId: string, roleName: string) {
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async initEquips(roleId: string, roleName: string) {
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const seqId = await CounterModel.getNewCounter(COUNTER.EID);
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// const seqId = await CounterModel.getNewCounter(COUNTER.EID);
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const equipInfo = {
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// const equipInfo = {
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roleId,
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// roleId,
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roleName,
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// roleName,
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id: 1,
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// id: 1,
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name: '倚天剑',
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// name: '倚天剑',
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seqId,
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// seqId,
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type: 1
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// type: 1
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}
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// }
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const equip = await EquipModel.createEquip(equipInfo);
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// const equip = await EquipModel.createEquip(equipInfo);
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await HeroModel.addEquip(roleId, 12, equip._id);
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// await HeroModel.addEquip(roleId, 12, equip._id);
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}
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}
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async initHeros(roleId: string, roleName: string) {
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async initHeros(roleId: string, roleName: string) {
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@@ -9,6 +9,8 @@ import { ItemModel } from '../db/Item';
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import { STATUS } from '../consts/statusCode';
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import { STATUS } from '../consts/statusCode';
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import { pinus } from 'pinus';
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import { pinus } from 'pinus';
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import { addEquips, addBags, addSkins } from '../pubUtils/itemUtils';
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import { addEquips, addBags, addSkins } from '../pubUtils/itemUtils';
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import { EquipInter } from '../pubUtils/interface';
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import { gameData } from '../pubUtils/data';
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const _ = require('underscore');
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const _ = require('underscore');
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export async function handleFixedReward(roleId: string, roleName: string, rewardStr: string, multi: number) {
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export async function handleFixedReward(roleId: string, roleName: string, rewardStr: string, multi: number) {
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@@ -62,21 +64,21 @@ async function rewardWeapons (roleId: string, roleName: string, dicGood: any, w
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let weaponsData = [];
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let weaponsData = [];
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let cnt = weapon.cnt;
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let cnt = weapon.cnt;
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while (cnt > 0) {
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// while (cnt > 0) {
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const seqId = await CounterModel.getNewCounter(COUNTER.EID);
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// const seqId = await CounterModel.getNewCounter(COUNTER.EID);
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const equipInfo = {
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// const equipInfo = {
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roleId,
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// roleId,
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roleName,
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// roleName,
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id: weapon.id,
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// id: weapon.id,
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name: dicGood.name,
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// name: dicGood.name,
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seqId,
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// seqId,
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quality: dicGood.lv,
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// quality: dicGood.lv,
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type: dicGood.goodType
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// type: dicGood.goodType
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}
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// }
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const equip = await EquipModel.createEquip(equipInfo);
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// const equip = await EquipModel.createEquip(equipInfo);
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cnt -= 1;
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// cnt -= 1;
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weaponsData.push(equip);
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// weaponsData.push(equip);
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}
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// }
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return weaponsData;
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return weaponsData;
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}
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}
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@@ -125,7 +127,6 @@ async function rewardCurrency (roleId: string, dicGood: any, data: {id:number,cn
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return goods;
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return goods;
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}
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}
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interface Item {id?: number, count?: number, seqId?: number, type?: number};
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interface Item {id?: number, count?: number, seqId?: number, type?: number};
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interface Equip {id: number, name: string, quality: number, type: number};
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interface Bag {id: number, itemName: string, count: number, type: number, hid:number};
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interface Bag {id: number, itemName: string, count: number, type: number, hid:number};
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export async function handleCost(roleId: string, sid: string, goods: Array<Item>) {
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export async function handleCost(roleId: string, sid: string, goods: Array<Item>) {
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let currencysMap: any = {};
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let currencysMap: any = {};
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@@ -208,7 +209,7 @@ function sortConsumes(goods: Array<Item>, bags: Array<Item>, currencysMap: any,
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export async function addItems(roleId: string, roleName: string, sid: string, goods: Array<Item>) {
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export async function addItems(roleId: string, roleName: string, sid: string, goods: Array<Item>) {
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let showItems: Array<Item> = [];
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let showItems: Array<Item> = [];
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let currencysMap: any = {};
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let currencysMap: any = {};
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let equips: Array<Equip> = [];
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let equips: Array<EquipInter> = [];
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let bags: Array<Bag> = [];
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let bags: Array<Bag> = [];
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let skins: Array<number> = [];
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let skins: Array<number> = [];
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let uids = [{uid: roleId, sid}];
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let uids = [{uid: roleId, sid}];
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@@ -216,7 +217,7 @@ export async function addItems(roleId: string, roleName: string, sid: string, go
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let equipInfos = [];
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let equipInfos = [];
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for (let equip of equips) {
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for (let equip of equips) {
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let equipInfo = await addEquips(roleId, roleName, equip);
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let equipInfo = await addEquips(roleId, roleName, equip);
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showItems.push({id: equip.id, count: 1});
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showItems.push({seqId: equipInfo.seqId, id: equip.id, count: 1});
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equipInfos.push(equipInfo);
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equipInfos.push(equipInfo);
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}
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}
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//装备推送
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//装备推送
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@@ -262,12 +263,12 @@ export async function addItems(roleId: string, roleName: string, sid: string, go
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return showItems;
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return showItems;
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}
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}
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function sortItems (goods: Array<Item>, bags: Array<Bag>, skins: Array<number>, currencysMap: any, equips: Array<Equip>, showItems: Array<Item>) {
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function sortItems (goods: Array<Item>, bags: Array<Bag>, skins: Array<number>, currencysMap: any, equips: Array<EquipInter>, showItems: Array<Item>) {
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for (let good of goods) {
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for (let good of goods) {
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let goodInfo = getGoodById(good.id);
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let goodInfo = gameData.goods.get(good.id);
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if (goodInfo.goodType == GOOD_TYPE.EQUIP) { // 装备
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if (goodInfo.goodType == GOOD_TYPE.EQUIP) { // 装备
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for (let i = 0; i < good.count; i++) {
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for (let i = 0; i < good.count; i++) {
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equips.push({id: good.id, name: goodInfo.name, quality: goodInfo.lv, type: goodInfo.goodType});
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equips.push({id: good.id, ...goodInfo});
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}
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}
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} else {
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} else {
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let {type, isCurrency} = ITID.get(goodInfo.itid);
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let {type, isCurrency} = ITID.get(goodInfo.itid);
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@@ -30,11 +30,11 @@ export default class UserController extends Controller {
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public async createRoleData() {
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public async createRoleData() {
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const { ctx } = this;
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const { ctx } = this;
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const { hid, hlv, eid, elv, ecount, ehid, itemid, itemcount, count, lv, skinid, selectedRowKeys: uids, optType } = ctx.request.body;
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const { hid, hlv, eid, ecount, itemid, itemcount, count, lv, skinid, selectedRowKeys: uids, optType } = ctx.request.body;
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if(optType == 'hero') {
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if(optType == 'hero') {
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ctx.body = await ctx.service.users.createHero(uids, hid, hlv);
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ctx.body = await ctx.service.users.createHero(uids, hid, hlv);
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} else if(optType == 'equip') {
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} else if(optType == 'equip') {
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ctx.body = await ctx.service.users.createEquip(uids, eid, elv, ecount, ehid);
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ctx.body = await ctx.service.users.createEquip(uids, eid, ecount);
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} else if (optType == 'item') {
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} else if (optType == 'item') {
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ctx.body = await ctx.service.users.createItem(uids, itemid, itemcount);
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ctx.body = await ctx.service.users.createItem(uids, itemid, itemcount);
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} else if (optType == 'gold') {
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} else if (optType == 'gold') {
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@@ -2,7 +2,6 @@ import { UserModel } from '@db/User';
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import { RoleModel } from '@db/Role';
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import { RoleModel } from '@db/Role';
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import Hero, { HeroModel } from '@db/Hero';
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import Hero, { HeroModel } from '@db/Hero';
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import { EquipModel } from '@db/Equip';
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import { EquipModel } from '@db/Equip';
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import { CounterModel } from '@db/Counter';
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import { ActionPointModel } from '@db/ActionPoint';
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import { ActionPointModel } from '@db/ActionPoint';
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import { BattleDropModel } from '@db/BattleDrop';
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import { BattleDropModel } from '@db/BattleDrop';
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import { BattleRecordModel } from '@db/BattleRecord';
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import { BattleRecordModel } from '@db/BattleRecord';
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@@ -219,14 +218,12 @@ export default class GMUsers extends Service {
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}
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}
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}
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}
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public async createEquip(uids: Array<string>, _eid: string, _elv: string, _ecount: string, _ehid: string) {
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public async createEquip(uids: Array<string>, _eid: string, _ecount: string) {
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const {ctx} = this;
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const {ctx} = this;
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console.log('gm createEquip', uids, _eid, _elv, _ecount, _ehid);
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console.log('gm createEquip', uids, _eid, _ecount);
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let eid = parseInt(_eid);
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let eid = parseInt(_eid);
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let elv = parseInt(_elv);
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let ecount = parseInt(_ecount);
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let ecount = parseInt(_ecount);
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let ehid = parseInt(_ehid);
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if(isNaN(eid) || isNaN(ecount)) return ctx.service.utils.resResult(STATUS.WRONG_PARMS);
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if(isNaN(eid) || isNaN(elv) || isNaN(ecount) || isNaN(ehid)) return ctx.service.utils.resResult(STATUS.WRONG_PARMS);
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let flag = 0, msg = '创建失败';
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let flag = 0, msg = '创建失败';
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for(let roleId of uids) {
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for(let roleId of uids) {
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@@ -234,25 +231,12 @@ export default class GMUsers extends Service {
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if(role) {
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if(role) {
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for(let i = 0; i <ecount; i++) {
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for(let i = 0; i <ecount; i++) {
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let dicEquip = ctx.service.utils.getGoodById(eid);
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let dicEquip = gameData.goods.get(eid);
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if(!dicEquip) {
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if(!dicEquip) {
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flag = 1, msg = "未找到装备" + eid;
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flag = 1, msg = "未找到装备" + eid;
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break;
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break;
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}
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}
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const seqId = await CounterModel.getNewCounter(COUNTER.EID)||-1;
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await ctx.service.utils.addEquips(roleId, role.roleName, {id: eid, ...dicEquip});
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const equipInfo = {
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roleId,
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roleName: role.roleName,
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id: eid,
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name: dicEquip.name,
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seqId,
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type: 1,
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lv: elv
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}
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const equip = await EquipModel.createEquip(equipInfo);
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if(ehid > 0 && equip) {
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await HeroModel.addEquip(roleId, ehid, equip._id);
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}
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}
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}
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} else {
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} else {
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flag = 1, msg = '未找到角色' + roleId;
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flag = 1, msg = '未找到角色' + roleId;
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@@ -2,7 +2,6 @@ export const IT_TYPE = {
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BLUEPRT: 28
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BLUEPRT: 28
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}
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}
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export const GOOD_QUALITY = [1, 2, 3, 4, 5];
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// 大类型,区分存到哪张表里
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// 大类型,区分存到哪张表里
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export const GOOD_TYPE = {
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export const GOOD_TYPE = {
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@@ -110,3 +109,24 @@ for(let obj of currencyArr) {
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CURRENCY.set(obj.gid, obj);
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CURRENCY.set(obj.gid, obj);
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CURRENCY_BY_TYPE.set(obj.type, obj.gid);
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CURRENCY_BY_TYPE.set(obj.type, obj.gid);
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}
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}
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export enum QUALITY_TYPE {
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BLUE = 1, // 蓝
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PURPLE = 2, // 紫
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ORANGE = 3, // 橙
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RED = 4, // 红
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GOLD = 5 // 金
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}
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export const GOOD_QUALITY = [QUALITY_TYPE.BLUE, QUALITY_TYPE.PURPLE, QUALITY_TYPE.ORANGE, QUALITY_TYPE.RED, QUALITY_TYPE.GOLD];
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// 各品质随机属性条数 quality => number
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export const RANDOM_SE_COUNT = new Map<number, number>([
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[QUALITY_TYPE.BLUE, 0],
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[QUALITY_TYPE.PURPLE, 1],
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[QUALITY_TYPE.ORANGE, 2],
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[QUALITY_TYPE.RED, 3],
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[QUALITY_TYPE.GOLD, 4]
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]);
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export const FIX_ATTRIBUTES_RAN = 20; // 固定属性值+-20%随机
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@@ -83,6 +83,7 @@ export const FILENAME = {
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DIC_TOWER: 'dic_zyz_tower',
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DIC_TOWER: 'dic_zyz_tower',
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DIC_XUNBAO: 'dic_zyz_xunbao',
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DIC_XUNBAO: 'dic_zyz_xunbao',
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DIC_QUESTION: 'Questions',
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DIC_QUESTION: 'Questions',
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DIC_RANDOM_EFFECT_POOL: 'dic_random_effect_pool'
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}
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}
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export const WAR_RELATE_TABLES = [
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export const WAR_RELATE_TABLES = [
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+12
-10
@@ -1,7 +1,9 @@
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import BaseModel from './BaseModel';
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import BaseModel from './BaseModel';
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import { index, getModelForClass, prop, DocumentType, modelOptions } from '@typegoose/typegoose';
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import { index, getModelForClass, prop, DocumentType, modelOptions } from '@typegoose/typegoose';
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import { COUNTER } from '../consts';
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import { CounterModel } from './Counter';
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class RandSe {
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export class RandSe {
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@prop({ required: true })
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@prop({ required: true })
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id: number; // 随机属性位置id
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id: number; // 随机属性位置id
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@prop({ required: true })
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@prop({ required: true })
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@@ -12,7 +14,7 @@ class RandSe {
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locked: boolean; // 洗炼是否锁定
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locked: boolean; // 洗炼是否锁定
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}
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}
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class Holes {
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export class Holes {
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@prop({ required: true })
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@prop({ required: true })
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id: number; // 孔的id
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id: number; // 孔的id
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@prop({ required: true })
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@prop({ required: true })
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@@ -36,18 +38,16 @@ export default class Equip extends BaseModel {
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id: number; // 装备 id
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id: number; // 装备 id
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@prop({ required: true })
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@prop({ required: true })
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name: string; // 装备名称
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name: string; // 装备名称
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@prop({ required: false })
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@prop({ required: false, default: 0 })
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hid: number; // 装备此装备的武将 id
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hid: number; // 装备此装备的武将 id
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@prop({ required: false, default: 0 })
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ePlaceId: number; // 武将装备的部位
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@prop({ required: false, default: 1 })
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@prop({ required: false, default: 1 })
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count: number; // 装备数量
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count: number; // 装备数量
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@prop({ required: true, default: 1 })
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@prop({ required: true, default: 1 })
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quality: number; // 品质
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quality: number; // 品质
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@prop({ required: true, default: 0 })
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@prop({ required: true, default: 0 })
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type: number; // 装备类型
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@prop({ required: true, default: 1 })
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wearLv: number; // 穿戴等级
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@prop({ required: true, default: 0 })
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suitId: number; // 套装id
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suitId: number; // 套装id
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@prop({ required: true, default: 0 })
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@prop({ required: true, default: 0 })
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@@ -62,10 +62,12 @@ export default class Equip extends BaseModel {
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return equips;
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return equips;
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}
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}
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public static async createEquip(equipInfo: {roleId: string, roleName: string, id: number, seqId: number, type: number, name: string, lv?: number}, lean = true) {
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public static async createEquip(equipInfo: {roleId: string, roleName: string, id: number, name: string, quality: number, suitId: number, ePlaceId: number, randSe: RandSe[], randRange: number, holes: Holes[]}, lean = true) {
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const seqId = await CounterModel.getNewCounter(COUNTER.EID);
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const doc = new EquipModel();
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const doc = new EquipModel();
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||||||
const update = Object.assign(doc.toJSON(), equipInfo);
|
const update = Object.assign(doc.toJSON(), seqId, equipInfo);
|
||||||
const equip: EquipType = await EquipModel.findOneAndUpdate({ seqId: equipInfo.seqId }, update, {upsert: true, new: true}).lean(lean);
|
const equip: EquipType = await EquipModel.findOneAndUpdate({ seqId }, update, {upsert: true, new: true}).lean(lean);
|
||||||
return equip;
|
return equip;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -25,6 +25,7 @@ import { dicFriendShipLevel, dicFriendShipLevelMap } from "./dictionary/DicFrien
|
|||||||
import { dicHeroQualityUp } from "./dictionary/DicHeroQualityUp";
|
import { dicHeroQualityUp } from "./dictionary/DicHeroQualityUp";
|
||||||
import { dicHeroStar } from "./dictionary/DicHeroStar";
|
import { dicHeroStar } from "./dictionary/DicHeroStar";
|
||||||
import { dicHeroWake } from "./dictionary/DicHeroWake";
|
import { dicHeroWake } from "./dictionary/DicHeroWake";
|
||||||
|
import { dicRandomEffectPool } from './dictionary/DicRandomEffectPool';
|
||||||
|
|
||||||
export const gameData = {
|
export const gameData = {
|
||||||
blurprtCompose: dicBlueprtCompose,
|
blurprtCompose: dicBlueprtCompose,
|
||||||
@@ -60,7 +61,8 @@ export const gameData = {
|
|||||||
friendShips: friendShips,
|
friendShips: friendShips,
|
||||||
friendShipHidAandIds: friendShipHidAandIds,
|
friendShipHidAandIds: friendShipHidAandIds,
|
||||||
friendShipLevel: dicFriendShipLevel,
|
friendShipLevel: dicFriendShipLevel,
|
||||||
friendShipLevelMap: dicFriendShipLevelMap
|
friendShipLevelMap: dicFriendShipLevelMap,
|
||||||
|
randomEffectPool: dicRandomEffectPool,
|
||||||
};
|
};
|
||||||
|
|
||||||
// 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
|
// 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
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
// 物品表
|
// 物品表
|
||||||
import {decodeArrayListStr, readJsonFile, parseReward} from '../util'
|
import {decodeArrayListStr, readJsonFile, parseReward, parseNumberList, decodeArrayStr} from '../util'
|
||||||
import { FILENAME, IT_TYPE, ABI_TYPE } from '../../consts'
|
import { FILENAME, IT_TYPE, ABI_TYPE } from '../../consts'
|
||||||
import { RewardInter } from '../interface';
|
import { RewardInter } from '../interface';
|
||||||
const _ = require('lodash');
|
const _ = require('lodash');
|
||||||
@@ -15,12 +15,17 @@ export interface DicGoods {
|
|||||||
readonly pieces: number;
|
readonly pieces: number;
|
||||||
// 合成材料
|
// 合成材料
|
||||||
readonly composeMaterial: Array<RewardInter>;
|
readonly composeMaterial: Array<RewardInter>;
|
||||||
|
// 特殊材料
|
||||||
|
readonly specialMaterial: Array<{id: number[], count: number}>;
|
||||||
// 分解所得
|
// 分解所得
|
||||||
readonly decomposeItem: Array<RewardInter>;
|
readonly decomposeItem: Array<RewardInter>;
|
||||||
// 物品品质
|
// 物品品质
|
||||||
readonly quality: number;
|
readonly quality: number;
|
||||||
// 洞数
|
// 洞数
|
||||||
readonly hole: number;
|
readonly hole: number;
|
||||||
|
// 随机属性范围
|
||||||
|
readonly randomEffect: Array<number>;
|
||||||
|
|
||||||
// 类型id
|
// 类型id
|
||||||
readonly itid: number;
|
readonly itid: number;
|
||||||
// 物品类型
|
// 物品类型
|
||||||
@@ -32,7 +37,7 @@ export interface DicGoods {
|
|||||||
// 强化属性
|
// 强化属性
|
||||||
readonly goodsAbilityUp:Map<number, number>;
|
readonly goodsAbilityUp:Map<number, number>;
|
||||||
// 套装id
|
// 套装id
|
||||||
readonly setid: number;
|
readonly suitId: number;
|
||||||
// 特殊属性
|
// 特殊属性
|
||||||
readonly specialAttr: Map<number, number>;
|
readonly specialAttr: Map<number, number>;
|
||||||
// 属性外加的值,经验,好感
|
// 属性外加的值,经验,好感
|
||||||
@@ -44,7 +49,26 @@ const str = readJsonFile(FILENAME.DIC_GOODS);
|
|||||||
let arr = JSON.parse(str);
|
let arr = JSON.parse(str);
|
||||||
|
|
||||||
type KeysEnum<T> = { [P in keyof Required<T>]: true };
|
type KeysEnum<T> = { [P in keyof Required<T>]: true };
|
||||||
const DicGoodsKeys: KeysEnum<DicGoods> = {good_id: true, name: true, lvLimted: true, pieces: true, composeMaterial: true, decomposeItem: true, quality: true, hole: true, itid: true, goodType: true, hid: true, goodsAbility: true, goodsAbilityUp: true, setid: true, specialAttr: true, value: true }
|
const DicGoodsKeys: KeysEnum<DicGoods> = {
|
||||||
|
good_id: true,
|
||||||
|
name: true,
|
||||||
|
lvLimted: true,
|
||||||
|
pieces: true,
|
||||||
|
composeMaterial: true,
|
||||||
|
specialMaterial: true,
|
||||||
|
decomposeItem: true,
|
||||||
|
quality: true,
|
||||||
|
hole: true,
|
||||||
|
randomEffect: true,
|
||||||
|
itid: true,
|
||||||
|
goodType: true,
|
||||||
|
hid: true,
|
||||||
|
goodsAbility: true,
|
||||||
|
goodsAbilityUp: true,
|
||||||
|
suitId: true,
|
||||||
|
specialAttr: true,
|
||||||
|
value: true
|
||||||
|
}
|
||||||
|
|
||||||
export const dicGoods = new Map<number, DicGoods>();
|
export const dicGoods = new Map<number, DicGoods>();
|
||||||
export const blueprt = new Map<number, Array<number>>();
|
export const blueprt = new Map<number, Array<number>>();
|
||||||
@@ -55,6 +79,8 @@ arr.forEach(o => {
|
|||||||
o.composeMaterial = parseReward(o.composeMaterial);
|
o.composeMaterial = parseReward(o.composeMaterial);
|
||||||
o.decomposeItem = parseReward(o.decomposeItem);
|
o.decomposeItem = parseReward(o.decomposeItem);
|
||||||
o.specialAttr = parseSpecialAttr(o.specialAttr);
|
o.specialAttr = parseSpecialAttr(o.specialAttr);
|
||||||
|
o.specialMaterial = parseSpecialMaterial(o.specialMaterial);
|
||||||
|
o.randomEffect = parseNumberList(o.randomEffect);
|
||||||
dicGoods.set(o.good_id, _.pick(o, Object.keys(DicGoodsKeys)));
|
dicGoods.set(o.good_id, _.pick(o, Object.keys(DicGoodsKeys)));
|
||||||
|
|
||||||
if(o.itid == IT_TYPE.BLUEPRT) {
|
if(o.itid == IT_TYPE.BLUEPRT) {
|
||||||
@@ -105,3 +131,17 @@ function parseAbilityUp(json) {
|
|||||||
map.set(ABI_TYPE.ABI_SPEED, json.speed_up||0);
|
map.set(ABI_TYPE.ABI_SPEED, json.speed_up||0);
|
||||||
return map
|
return map
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function parseSpecialMaterial(str: string) {
|
||||||
|
let specialAttr = new Array<{id: number[], count: number}>();
|
||||||
|
if(str) {
|
||||||
|
let decodeArr = decodeArrayStr(str);
|
||||||
|
if(decodeArr.length >= 2) {
|
||||||
|
let ids = parseNumberList(decodeArr[0]);
|
||||||
|
let count = parseInt(decodeArr[0]);
|
||||||
|
if(isNaN(count)) return specialAttr;
|
||||||
|
specialAttr.push({id: ids, count});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return specialAttr;
|
||||||
|
}
|
||||||
@@ -0,0 +1,31 @@
|
|||||||
|
// 武将特技表
|
||||||
|
import { readJsonFile, parseNumberList } from '../util'
|
||||||
|
import { FILENAME } from '../../consts'
|
||||||
|
|
||||||
|
export interface DicRandomEffectPool {
|
||||||
|
|
||||||
|
// 特技id
|
||||||
|
readonly id: number;
|
||||||
|
// 类型
|
||||||
|
readonly type: number;
|
||||||
|
// 包含的值
|
||||||
|
readonly gainValueArr: Array<number>;
|
||||||
|
// 随机值位置
|
||||||
|
readonly index: number;
|
||||||
|
// 随机最小值
|
||||||
|
readonly min: number;
|
||||||
|
// 随机最大值
|
||||||
|
readonly max: number;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
const str = readJsonFile(FILENAME.DIC_RANDOM_EFFECT_POOL);
|
||||||
|
let arr = JSON.parse(str);
|
||||||
|
|
||||||
|
export const dicRandomEffectPool = new Map<number, DicRandomEffectPool>();
|
||||||
|
|
||||||
|
arr.forEach(o => {
|
||||||
|
o.gainValueArr = parseNumberList(o.gainvalue)
|
||||||
|
dicRandomEffectPool.set(o.id, o);
|
||||||
|
});
|
||||||
@@ -26,5 +26,15 @@ export interface Attributes {
|
|||||||
ap?: number;
|
ap?: number;
|
||||||
}
|
}
|
||||||
|
|
||||||
export interface EquipInter {id: number, name: string, quality: number, type: number};
|
export interface EquipInter {
|
||||||
|
id: number;
|
||||||
|
name: string;
|
||||||
|
quality: number;
|
||||||
|
suitId: number;
|
||||||
|
hole: number;
|
||||||
|
randomEffect: Array<number>;
|
||||||
|
itid: number;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
export interface BagInter {id: number, itemName: string, count: number, type: number, hid:number};
|
export interface BagInter {id: number, itemName: string, count: number, type: number, hid:number};
|
||||||
@@ -1,13 +1,12 @@
|
|||||||
|
|
||||||
|
|
||||||
import { HeroModel, EPlace } from '../db/Hero';
|
import { HeroModel } from '../db/Hero';
|
||||||
import { ItemModel } from '../db/Item';
|
import { ItemModel } from '../db/Item';
|
||||||
import { EquipModel } from './../db/Equip';
|
import { EquipModel, RandSe, Holes } from './../db/Equip';
|
||||||
import { CounterModel } from './../db/Counter';
|
|
||||||
import { COUNTER } from './../consts/consts';
|
|
||||||
import { BagInter, EquipInter } from './interface';
|
import { BagInter, EquipInter } from './interface';
|
||||||
import { gameData } from './data';
|
import { gameData } from './data';
|
||||||
import { EQUIP_TYPE } from '../consts';
|
import { RANDOM_SE_COUNT, FIX_ATTRIBUTES_RAN, ITID } from '../consts';
|
||||||
|
import { getRandomByLen } from './util';
|
||||||
|
|
||||||
const _ = require('underscore');
|
const _ = require('underscore');
|
||||||
|
|
||||||
@@ -32,7 +31,33 @@ export async function addBags(roleId: string, roleName: string, data: BagInter)
|
|||||||
}
|
}
|
||||||
|
|
||||||
export async function addEquips(roleId: string, roleName: string, weapon: EquipInter) {
|
export async function addEquips(roleId: string, roleName: string, weapon: EquipInter) {
|
||||||
const seqId = await CounterModel.getNewCounter(COUNTER.EID);
|
let { id, name, quality, suitId, hole, randomEffect, itid } = weapon;
|
||||||
let equip = Object.assign({ seqId, roleId, roleName }, weapon);
|
let {type} = ITID.get(itid);
|
||||||
return await EquipModel.createEquip(equip);
|
console.log(itid, type)
|
||||||
|
let randomNum = RANDOM_SE_COUNT.get(quality);
|
||||||
|
let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur));
|
||||||
|
let chosen = new Array<number>();
|
||||||
|
let randSe = new Array<RandSe>();
|
||||||
|
for(let i = 0; i < randomNum; i++) {
|
||||||
|
pool = pool.filter(cur => !chosen.includes(cur.id));
|
||||||
|
let random = getRandomByLen(pool);
|
||||||
|
if(!random) break;
|
||||||
|
chosen.push(random.id);
|
||||||
|
let rand = 0;
|
||||||
|
if(random.id > 0) rand = Math.floor(Math.random() * (random.max - random.min) + random.min);
|
||||||
|
randSe.push({
|
||||||
|
id: i + 1,
|
||||||
|
seid: random.id,
|
||||||
|
rand,
|
||||||
|
locked: false
|
||||||
|
});
|
||||||
|
}
|
||||||
|
let randRange = Math.floor(Math.random() * FIX_ATTRIBUTES_RAN);
|
||||||
|
let holes = new Array<Holes>();
|
||||||
|
for(let i = 0; i < hole; i++) {
|
||||||
|
holes.push({id: i+1, isOpen: false, jewel: 0})
|
||||||
|
}
|
||||||
|
|
||||||
|
const equip = await EquipModel.createEquip({roleId, roleName, id, name, quality, suitId, randRange, ePlaceId: type, randSe, holes});
|
||||||
|
return equip
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -8,6 +8,7 @@ import Actor from './actor';
|
|||||||
|
|
||||||
import fs = require('fs');
|
import fs = require('fs');
|
||||||
import path = require('path');
|
import path = require('path');
|
||||||
|
import { DicRandomEffectPool } from './dictionary/DicRandomEffectPool';
|
||||||
|
|
||||||
const moment = require('moment');
|
const moment = require('moment');
|
||||||
|
|
||||||
@@ -188,6 +189,7 @@ export function decodeIdCntArrayStr(str: string, multi: number) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
export function getRandomByLen(arr: Array<number>):number
|
export function getRandomByLen(arr: Array<number>):number
|
||||||
|
export function getRandomByLen(arr: Array<DicRandomEffectPool>):DicRandomEffectPool
|
||||||
export function getRandomByLen(arr: Array<any>): any {
|
export function getRandomByLen(arr: Array<any>): any {
|
||||||
let len = arr.length;
|
let len = arr.length;
|
||||||
return arr[Math.floor(Math.random() * len)]
|
return arr[Math.floor(Math.random() * len)]
|
||||||
|
|||||||
@@ -0,0 +1 @@
|
|||||||
|
[]
|
||||||
Reference in New Issue
Block a user