✨ feat(gvgBattle): 补充进入城池返回值中的部分结构
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@@ -1,7 +1,7 @@
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import { GVGCityType } from './../../../db/GVGCity';
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import { GVGRecModel } from '../../../db/GVGRec';
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import { LeagueGood } from '../../../domain/gvgField/returnData';
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import { GVGTeamModel } from '../../../db/GVGTeam';
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import { GVGTeamModel, GVGTeamType } from '../../../db/GVGTeam';
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import { GVGUserDataModel } from '../../../db/GVGUserData';
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import { GVGCityModel } from '../../../db/GVGCity';
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import { Application, BackendSession, ChannelService, HandlerService } from "pinus";
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@@ -120,6 +120,7 @@ export class GVGBattleHandler {
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return resResult(STATUS.GVG_USER_NOT_FOUND);
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}
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let teams: GVGTeamType[] = [];
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// 检测是否已经在城池中,玩家不在这个城池中时进行处理
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if (gvgUserData.cityId !== cityId) {
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if(gvgUserData.cityId > 0) { // 如果leaveCity没有退出成功,玩家还遗留在上一座城中,做一下处理
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@@ -132,12 +133,23 @@ export class GVGBattleHandler {
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// 更新内存队伍信息
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let areaId = getBirthAreaOfCity(city, myLeague.leagueCode);
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await GVGTeamModel.enterCity(roleId, cityId, areaId, groupId, serverType);
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let teams = await GVGTeamModel.findByRole(roleId);
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teams = await GVGTeamModel.findByRole(roleId);
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let teamObj = getGVGBattleData(groupId, serverType);
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teamObj.enterCity(teams);
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}
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return resResult(STATUS.SUCCESS, { city });
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if (!teams || teams.length === 0) {
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teams = await GVGTeamModel.findByRole(roleId);
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}
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const recs = await GVGRecModel.findByCity(cityId, configId);
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return resResult(STATUS.SUCCESS, {
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cityId,
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ranks: [], // ! redis 中积分排行榜
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recs,
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teams,
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});
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}
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// 离开城池
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