皮肤:修改存储逻辑
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@@ -15,19 +15,37 @@ import { getTimeFun, nowSeconds } from './timeUtil';
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import { calPlayerCeAndSave, reCalAllHeroCe } from './playerCe';
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import { checkTask, checkTaskWithHeroes, checkTaskWithEquip, accomplishTask } from './taskUtil';
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import { CreateHeroParam } from '../domain/roleField/hero';
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import { SkinModel } from '../db/Skin';
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export async function addSkins(roleId: string, id: number) {
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let skinInfo = gameData.fashion.get(id);
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if (!skinInfo)
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return false;
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let hero = await HeroModel.findByHidAndRole(skinInfo.actorId, roleId);
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if (!hero)
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return false;
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if (!!findWhere(hero.skins, { id }))
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return false;
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hero.skins.push({ id, enable: false });
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await HeroModel.updateHeroInfo(roleId, hero.hid, hero);
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return { skins: hero.skins, hid: hero.hid };
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/**
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* 添加皮肤
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* @param roleId 玩家id
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* @param roleName 玩家名
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* @param id 皮肤id
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* @param hero 武将,如果已经查询过这个武将就不用再查询一次,主意要select skins字段
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* @returns {{ hero, figureInfo, calAllHeroResult }} hero:添加皮肤后的武将 figureInfo: 触发头像添加信息 calAllHeroResult:全局战力加成后结果
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*/
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export async function addSkin(roleId: string, roleName: string, skinId: number, enable: boolean, hero?: HeroType) {
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let dicSkin = gameData.fashion.get(skinId);
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if (!dicSkin) return false;
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let skin = await SkinModel.increaseSkin(roleId, skinId, { roleId, roleName, id: skinId, skinName: dicSkin.name, hid: dicSkin.actorId });
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if(!skin) return false; // 插入失败
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if(dicSkin.actorId && !hero) hero = await HeroModel.findByHidAndRole(dicSkin.actorId, roleId);
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let condition = { type: FIGURE_UNLOCK_CONDITION.GET_SKIN, paramSkinId: skinId };
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let figureInfo = await unlockFigure(roleId, [condition]); // 解锁头像
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let calAllHeroResult = await reCalAllHeroCe(HERO_SYSTEM_TYPE.ADD_SKIN, roleId, {}, [skinId]); // 全局加成
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if (hero) { // 有武将的,将皮肤链接到武将上
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if (!findWhere(hero.skins, { id: skinId })) {
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hero.skins.push({ id: skinId, skin: skin._id, enable });
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await HeroModel.updateHeroInfo(roleId, hero.hid, hero);
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}
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return { hero, figureInfo, calAllHeroResult };
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} else {
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return { hero: null, figureInfo, calAllHeroResult }
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}
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}
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export async function addBags(roleId: string, roleName: string, data: BagInter) {
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@@ -230,35 +248,61 @@ function unlockSingleFigure(dbFigures: Figure[], id: number, unlockDirect = fals
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return figure
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}
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async function linkOldSkins(roleId: string, hero: HeroType) {
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let allSkins = await SkinModel.findbyRoleAndHid(roleId, hero.hid);
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let skins = hero.skins||[];
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for(let skin of allSkins) {
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let index = skins.findIndex(cur => cur.id == skin.id);
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if(index == -1) {
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skins.push({ id: skin.id, skin: skin._id, enable: false });
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}
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}
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return await HeroModel.updateHeroInfo(roleId, hero.hid, { skins })
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}
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/**
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* 创建武将
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* @param roleId 玩家id
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* @param roleName 玩家名
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* @param serverId 服务器id
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* @param {CreateHeroParam} heroInfo 创建武将所需信息
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* @param funcs 玩家开启了的功能,主要用于任务
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*/
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export async function createHero(roleId: string, roleName: string, serverId: number, heroInfo: CreateHeroParam, funcs?: number[]) {
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let { role, figureInfo, heroes, calHeroResults, calAllHeroResults, taskPushMessage, activityTaskPushMessage } = await createHeroes(roleId, roleName, serverId, [heroInfo], funcs)
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return { hero: heroes[0], role, figureInfo, calHeroResult: calHeroResults[0], calAllHeroResult: calAllHeroResults[0], taskPushMessage, activityTaskPushMessage }
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let { role, figureInfo, heroes, calHeroResults, calAllHeroResult, taskPushMessage, activityTaskPushMessage } = await createHeroes(roleId, roleName, serverId, [heroInfo], funcs)
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return { hero: heroes[0], role, figureInfo, calHeroResult: calHeroResults[0], calAllHeroResult, taskPushMessage, activityTaskPushMessage }
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}
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export async function createHeroes(roleId: string, roleName: string, serverId: number, heroInfos: CreateHeroParam[], funcs?: number[]) {
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let heroNum = 0;
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let skinIds = new Array<number>();
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let conditions = new Array<{ type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number }>();
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let heroes: HeroType[] = [], calHeroResults = [], calAllHeroResults = [];
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let heroes: HeroType[] = [], calHeroResults = [], calAllHeroResult = undefined;
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let figureInfos:{ heads: Figure[], frames: Figure[], spines: Figure[] }[] = [];
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for (let heroInfo of heroInfos) {
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let dicHero = gameData.hero.get(heroInfo.hid);
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let { quality, initialStars: star, jobid: job, name: hName, initialSkin } = dicHero;
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let info = { roleId, roleName, serverId, quality, star, job, hName, skins: [{ id: initialSkin, enable: true }] };
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let info = { roleId, roleName, serverId, quality, star, job, hName };
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let curHero = await HeroModel.createHero(Object.assign(info, heroInfo));
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let calHeroResult = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.INIT, roleId, curHero, {}); calHeroResults.push(calHeroResult);
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let calAllHeroResult = await reCalAllHeroCe(HERO_SYSTEM_TYPE.ADD_SKIN, roleId, {}, skinIds); calAllHeroResults.push(calAllHeroResult);
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let addSkinResult = await addSkin(roleId, roleName, initialSkin, true, curHero); // 添加皮肤
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curHero = await linkOldSkins(roleId, curHero);
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if(addSkinResult) { // 处理添加皮肤结果
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curHero = addSkinResult.hero;
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figureInfos.push(addSkinResult.figureInfo);
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calAllHeroResult = addSkinResult.calAllHeroResult; // 全局加成,所以同一个人的处理都是累加
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}
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// 计算初始战力
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let calHeroResult = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.INIT, roleId, curHero, {});
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calHeroResults.push(calHeroResult);
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heroes.push(calHeroResult.hero);
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conditions.push({ type: FIGURE_UNLOCK_CONDITION.GET_HERO, paramHid: heroInfo.hid });
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info.skins.forEach(cur => {
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skinIds.push(cur.id);
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conditions.push({ type: FIGURE_UNLOCK_CONDITION.GET_SKIN, paramSkinId: cur.id });
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});
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heroNum++;
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}
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let figureInfo = await unlockFigure(roleId, conditions); // 解锁头像
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figureInfos.push(await unlockFigure(roleId, conditions)); // 解锁头像
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let role = await RoleModel.incRoleInfo(roleId, { heroNum }, { heroNumUpdatedAt: nowSeconds() });
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// 任务
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@@ -271,7 +315,23 @@ export async function createHeroes(roleId: string, roleName: string, serverId: n
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let mm1 = await accomplishTask(serverId, roleId, TASK_TYPE.HERO_NUM, heroNum)
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let mm2 = await accomplishTask(serverId, roleId, TASK_TYPE.HERO_QUALITY, heroNum, { heroes })
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let activityTaskPushMessage = mm1.concat(mm2);
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return { role, figureInfo, heroes, calHeroResults, calAllHeroResults, taskPushMessage, activityTaskPushMessage }
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return { role, figureInfo: combineFigureInfo(figureInfos), heroes, calHeroResults, calAllHeroResult, taskPushMessage, activityTaskPushMessage }
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}
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export function combineFigureInfo(figureInfos: { heads: Figure[], frames: Figure[], spines: Figure[] }[]) {
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let figureInfo = { heads: new Array<Figure>(), frames: new Array<Figure>(), spines: new Array<Figure>() };
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for(let {heads, frames, spines} of figureInfos) {
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for(let head of heads) {
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figureInfo.heads.push(head);
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}
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for(let frame of frames) {
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figureInfo.frames.push(frame);
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}
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for(let spine of spines) {
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figureInfo.spines.push(spine);
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}
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}
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return figureInfo;
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}
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export function transPiece(hid: number) {
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