皮肤:武将、时装表修改
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@@ -3,7 +3,7 @@ import { handleCost, addItems, unlockFigure, createHeroes, createHero, CheckMete
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import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService';
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import { resResult, deepCopy } from '../../../pubUtils/util';
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import { STATUS } from '../../../consts/statusCode';
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import { HeroModel, Connect, HeroSkin, HeroUpdate } from '../../../db/Hero';
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import { HeroModel, Connect, HeroSkin, HeroUpdate, EPlace } from '../../../db/Hero';
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import { CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ABI_STAGE, DEBUG_MAGIC_WORD, HERO_INITIAL_QUALITY, REDIS_KEY, TASK_TYPE } from '../../../consts';
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import { RoleModel } from '../../../db/Role';
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import { ItemModel } from '../../../db/Item';
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@@ -11,11 +11,14 @@ import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, g
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import { ItemInter, RewardInter } from '../../../pubUtils/interface';
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import { getDropItems, FIGURE_UNLOCK_CONDITION } from '../../../consts/constModules/itemConst'
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import { pushComposeOrangeHero, pushHeroQualityUpMsg, pushHeroStarMax, pushHeroWakeUp } from '../../../services/chatService';
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import { calculatetopLineup } from '../../../pubUtils/playerCe';
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import { calculatetopLineup, calEquipSeids } from '../../../pubUtils/playerCe';
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import { PvpDefenseModel } from '../../../db/PvpDefense';
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import { checkTaskWithHero, checkTask, checkActivityTask } from '../../../services/taskService';
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import { addSkin } from '../../../pubUtils/itemUtils';
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import Skin from '../../../db/Skin';
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import { EquipModel, EquipType } from '../../../db/Equip';
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import { checkEquipCanPut } from '../../../services/equipService';
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import { pick } from 'underscore';
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export default function (app: Application) {
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new HandlerService(app, {});
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@@ -550,11 +553,13 @@ export class HeroHandler {
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async heroWearSkin(msg: { id: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let serverId: number = session.get('serverId');
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let { id } = msg;
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let skinInfo = gameData.fashion.get(id);
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// console.log('*****', id, skinInfo)
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if (!skinInfo) return resResult(STATUS.HERO_SKIN_NOT_FIND);
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let hero = await HeroModel.findByHidAndRole(skinInfo.actorId, roleId);
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let dicSkin = gameData.fashion.get(id);
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// console.log('*****', id, dicSkin)
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if (!dicSkin) return resResult(STATUS.HERO_SKIN_NOT_FIND);
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let hero = await HeroModel.findByHidAndRoleWithEquip(dicSkin.actorId, roleId);
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if (!hero) return resResult(STATUS.HERO_NOT_FIND);
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let newHeroSkins: HeroSkin[] = [];
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@@ -569,17 +574,42 @@ export class HeroHandler {
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result = true;
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} else {
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if (!!skin.enable) {
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lastSkinId = skin.id;
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lastSkinId = skin.skinId;
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}
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newHeroSkins.push({ ...skin, enable: false });
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}
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}
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if (!result) {
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return resResult(STATUS.HERO_SKIN_NOT_FIND);
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SKIN, sid, roleId, hero, { skins: newHeroSkins }, [id, lastSkinId]);
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return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, skins: hero.skins } });
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let oldEquipSeids = calEquipSeids(hero);
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let dicHero = gameData.hero.get(dicSkin.heroId);
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let dicMyJob = gameData.job.get(hero.job);
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let dicNewJob = getJobByGradeAndClass(dicHero.jobClass, dicMyJob.grade);
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let newEplace: EPlace[] = [], heroPutNum = 0, curEquips: {seqId: number, id: number, hid: number, ePlaceId: number}[] = [];
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for(let { id, equip, lv, refineLv } of hero.ePlace) {
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let e = <EquipType>equip;
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if(equip && !checkEquipCanPut(hero, e.id)) {
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await EquipModel.putOnOrOff(e._id, 0);
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heroPutNum -= 1;
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newEplace.push({ id, equip: null, lv, refineLv});
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curEquips.push({ seqId: e.seqId, id: e.id, hid: 0, ePlaceId: id });
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} else {
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newEplace.push({ id, equip: e?e._id: null, lv, refineLv});
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}
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}
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if(heroPutNum < 0) {
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, oldEquipSeids);
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await checkTask(roleId, sid, TASK_TYPE.EQUIP_SUM, heroPutNum, true, {});
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await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_SUM, heroPutNum);
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await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_BY_HERO, hero, [heroPutNum]);
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SKIN, sid, roleId, hero, { skins: newHeroSkins, skinId: dicSkin.heroId, job: dicNewJob.jobid, ePlace: newEplace });
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return resResult(STATUS.SUCCESS, { curHero: pick(hero, ['hid', 'skins', 'skinId', 'job']), curEquips });
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}
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// ! debug接口 一键全武将
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