✨ feat(将魂出售): 修复将魂回收的问题
4cfbce94e - 2fa8c7a91 by zhangxk
This commit is contained in:
@@ -5,7 +5,7 @@ import { STATUS, GUILD_STRUCTURE, ITID, CONSUME_TYPE, HERO_QUALITY_TYPE, HERO_GR
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import { UserShopModel } from "../../../db/UserShop";
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import { handleCost, addItems } from "../../../services/role/rewardService";
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import { SHOP } from "../../../pubUtils/dicParam";
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import { HeroModel } from "../../../db/Hero";
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import { HeroModel, HeroType } from "../../../db/Hero";
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import { checkShopInPurchase, getShopDicById, getShopListByType, getShopPrice } from "../../../services/shopService";
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import { RewardInter, recycleSoulFastPara } from "../../../pubUtils/interface";
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import { UserShopTypeModel } from "../../../db/UserShopType";
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@@ -172,35 +172,44 @@ export class ShopHandler {
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let sid = session.get('sid');
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let { recycleSoulFastPara } = msg;
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// 检测参数,防止hid、goodsId重复
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let { recycleSoulFastPara } = msg;
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// 检测参数,防止hid重复
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let checkHid = new Map<number, number>();
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let checkGoodsId = new Map<number, number>();
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for (let { hid, goodsId, count } of recycleSoulFastPara) {
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if (checkHid.get(hid) || checkGoodsId.get(goodsId)) return resResult(STATUS.WRONG_PARMS);
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for (let { hid, count } of recycleSoulFastPara) {
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if (checkHid.get(hid)) return resResult(STATUS.WRONG_PARMS);
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checkHid.set(hid, 1);
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checkGoodsId.set(goodsId, count);
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}
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let items = await ItemModel.find({ roleId, id: { $in: recycleSoulFastPara.map(obj => obj.goodsId) } });
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if (!items || items.length == 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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// 从db获取所有武将数据
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const dbHeros = await HeroModel.findByHidsAndRole(roleId, recycleSoulFastPara.map(obj => obj.hid)) as HeroType[];
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let heroesMap = new Map<number, HeroType>();
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let items = []
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for (const val of dbHeros) {
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let hid = val.hid
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heroesMap.set(hid, val);
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const itemsMap = arrToMap(items, obj => obj.id);
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let dicHero = gameData.hero.get(hid);
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if (!dicHero || !dicHero.pieceId) continue;
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items.push(dicHero.pieceId);
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}
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// 从db获取相关碎片道具数据
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if (!items || items.length == 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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const dbItems = await ItemModel.findbyRoleAndIds(roleId, items);
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if (!dbItems || dbItems.length == 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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const itemsMap = arrToMap(dbItems, obj => obj.id);
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let allAddItem = [];
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let allCostItem = [];
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for (let { hid, goodsId, count } of recycleSoulFastPara) {
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let dicGoods = gameData.goods.get(goodsId);
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if (!dicGoods) return resResult(STATUS.WRONG_PARMS);
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if (hid != dicGoods.hid) return resResult(STATUS.WRONG_PARMS);//校验一下hid和goodsId是否对应
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for (let { hid, count } of recycleSoulFastPara) {
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let residueFragment = 0;
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let goodsId = gameData.hero.get(hid)?.pieceId || 0;
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const curItemCount = itemsMap.get(goodsId)?.count || 0;
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if (curItemCount <= 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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let hero = heroesMap.get(hid);
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if (!hero) return resResult(STATUS.HERO_IS_HIDDEN);
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if (hero.colorStar != HERO_GROW_MAX.COLORSTAR) {
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residueFragment = await calUpSixColorsResidueFragment(roleId, hero, hid, curItemCount);
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if (!residueFragment || count > residueFragment) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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@@ -208,17 +217,21 @@ export class ShopHandler {
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allCostItem.push({ id: goodsId, count: count });
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let dicGoods = gameData.goods.get(goodsId);
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if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND)
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let reward: RewardInter[] = [];
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switch (dicGoods.quality) {
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case HERO_QUALITY_TYPE.BLUE:
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allAddItem.push(...parseGoodStr(SHOP.HERO_SOUL_BULE)); break
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reward = parseGoodStr(SHOP.HERO_SOUL_BULE); break;
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case HERO_QUALITY_TYPE.PURPLE:
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allAddItem.push(...parseGoodStr(SHOP.HERO_SOUL_PURPLE)); break;
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reward = parseGoodStr(SHOP.HERO_SOUL_PURPLE); break;
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case HERO_QUALITY_TYPE.GOLD:
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allAddItem.push(...parseGoodStr(SHOP.HERO_SOUL_GOLDEN)); break;
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reward = parseGoodStr(SHOP.HERO_SOUL_GOLDEN); break;
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case HERO_QUALITY_TYPE.UR:
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allAddItem.push(...parseGoodStr(SHOP.HERO_SOUL_UR)); break;
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reward = parseGoodStr(SHOP.HERO_SOUL_UR); break;
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}
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allAddItem.map(cur => { return { id: cur.id, count: cur.count * count } })
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allAddItem.push(...reward.map(cur => { return { id: cur.id, count: cur.count * count } }));
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}
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let costResult = await handleCost(roleId, sid, allCostItem, ITEM_CHANGE_REASON.RECYCLE_SOUL);
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@@ -230,7 +243,7 @@ export class ShopHandler {
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}
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// !测试接口。 去除限购次数
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async debugClearPurchaseLimit(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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@@ -1983,8 +1983,8 @@ export function checkRouteParam(route: string, msg: any) {
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case "role.shopHandler.recycleSoulFast":
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{
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if (!checkNaturalArray(msg.recycleSoulFastPara)) return false;
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for (let { hid, goodsId, count } of msg.recycleSoulFastPara) {
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if (!checkNaturalNumbers(hid, goodsId, count)) return false;
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for (let { hid, count } of msg.recycleSoulFastPara) {
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if (!checkNaturalNumbers(hid, count)) return false;
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}
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break;
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}
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@@ -362,8 +362,6 @@ export async function getComposeStoneCostAndAdd(curItem, itId) {
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export async function calUpSixColorsResidueFragment(roleId: string, hero: HeroType, hid: number, count?: number) {
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let needFragment = 0;
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// if (isHeroHidden(hid)) return;
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let dicHero = gameData.hero.get(hid);
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if (!dicHero) return;
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let { pieceId, jobid } = dicHero;
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@@ -371,9 +369,6 @@ export async function calUpSixColorsResidueFragment(roleId: string, hero: HeroTy
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let dicJob = gameData.job.get(jobid);
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if (!dicJob) return;
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// let hero = await HeroModel.findByHidAndRole(hid, roleId);
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// if (!hero) return;
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let curItemCount = count;
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if (!count) {
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let item = await ItemModel.findbyRoleAndGid(roleId, pieceId);
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@@ -387,7 +382,11 @@ export async function calUpSixColorsResidueFragment(roleId: string, hero: HeroTy
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if (oldStar < HERO_GROW_MAX.STAR) {
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for (let starIndex = oldStar; starIndex < HERO_GROW_MAX.STAR; starIndex++) {
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const curDicHeroStar = getHeroStarByQuality(dicJob.job_class, oldQuality, starIndex);
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needFragment += (curDicHeroStar?.advanceUpFragmentNum || 0) * (ABI_STAGE.END - oldStarStage);
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if (starIndex == oldStar) {
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needFragment += (curDicHeroStar?.advanceUpFragmentNum || 0) * (ABI_STAGE.END - oldStarStage);
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continue;
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}
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needFragment += (curDicHeroStar?.advanceUpFragmentNum || 0) * ABI_STAGE.END;
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}
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}
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if (curItemCount < needFragment) return;
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@@ -396,7 +395,7 @@ export async function calUpSixColorsResidueFragment(roleId: string, hero: HeroTy
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if (oldQuality < HERO_GROW_MAX.QUALITY) {
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for (let qualityIndex = oldQuality; qualityIndex < HERO_GROW_MAX.QUALITY; qualityIndex++) {
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const curDicHeroQualityUp = gameData.heroQualityUp.get(qualityIndex);
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needFragment += curDicHeroQualityUp?.fragmentNum || 0
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needFragment += curDicHeroQualityUp?.fragmentNum || 0;
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}
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}
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if (curItemCount < needFragment) return;
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@@ -409,7 +408,11 @@ export async function calUpSixColorsResidueFragment(roleId: string, hero: HeroTy
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needFragment += curDicHeroStar?.fragmentNum || 0;
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continue;
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}
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needFragment += (curDicHeroStar?.fragmentNum || 0) * (ABI_STAGE.END - oldColorStarStage)
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if (colorStarIndex == oldColorStar) {
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needFragment += (curDicHeroStar?.fragmentNum || 0) * (ABI_STAGE.END - oldColorStarStage);
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continue;
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}
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needFragment += (curDicHeroStar?.fragmentNum || 0) * ABI_STAGE.END;
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}
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}
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@@ -45,7 +45,7 @@ export class HeroSkin {
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talent: Talent[]; // 天赋树
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@prop({ required: true })
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usedTalentPoint: number; // 已使用的天赋点数
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constructor(skin: SkinUpdate, enable = true) {
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this.id = skin.id;
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this.skinId = skin.skinId;
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@@ -83,9 +83,9 @@ export class EPlace {
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@prop({ required: true })
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jewel: number = 0;
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getInitialStone? () {
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getInitialStone?() {
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let result: Stone[] = [];
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for(let id = 1; id <= 3; id++) {
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for (let id = 1; id <= 3; id++) {
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result.push({ id, stone: 0 });
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}
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return result;
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@@ -95,7 +95,7 @@ export class EPlace {
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this.id = id;
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this.equipId = equipId;
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this.stones = this.getInitialStone();
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}
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}
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}
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@index({ seqId: 1 })
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@@ -166,7 +166,7 @@ export default class Hero extends BaseModel {
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consumes: Reward[]; // 消耗
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@prop({ required: true, default: 0 })
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artifact: number|string; // 宝物
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artifact: number | string; // 宝物
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@prop({ required: true, default: 0 })
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subHid: number; // 副将
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@@ -221,6 +221,11 @@ export default class Hero extends BaseModel {
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return hero;
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}
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public static async findByHidsAndRole(roleId: string, hids: Array<number>, select?: string, getters = false) {
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const heros: HeroType[] = await HeroModel.find({ roleId, hid: { $in: hids } }).select(select).lean({ getters });
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return heros;
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}
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public static async findSubHero(roleId: string, subHid: number) {
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const hero: HeroType = await HeroModel.findOne({ roleId, subHid }).lean();
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return hero;
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@@ -228,9 +233,9 @@ export default class Hero extends BaseModel {
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// 设置副将
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public static async setSubHero(roleId: string, hid: number, subSkinId: number, subActorId: number) {
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const preHero = subActorId > 0? await HeroModel.findOneAndUpdate({ roleId, subActorId }, { $set: { subActorId: 0, subHid: 0 } }, { new: true }).lean(): null;
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const preHero = subActorId > 0 ? await HeroModel.findOneAndUpdate({ roleId, subActorId }, { $set: { subActorId: 0, subHid: 0 } }, { new: true }).lean() : null;
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const curHero: HeroType = await HeroModel.findOneAndUpdate({ roleId, hid }, { $set: { subHid: subSkinId, subActorId } }, { new: true }).lean();
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return { preHid: preHero?.hid||0, curHero };
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return { preHid: preHero?.hid || 0, curHero };
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}
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public static async addEquip(roleId: string, hid: number, ePlaceId: number, equipId: string) {
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@@ -253,7 +258,7 @@ export default class Hero extends BaseModel {
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let dicHero = gameData.hero.get(hid)
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let { quality, initialStar: star, initialColorStar: colorStar, jobid: job, name: hName } = dicHero;
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const doc = new HeroModel();
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const update = { ...doc.toJSON(), hid, skinId: hid, hName, star, colorStar, quality, job, lv: DEFAULT_HERO_LV, exp: getHeroExpByLv(DEFAULT_HERO_LV - 1) || 0, ...heroInfo};
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const update = { ...doc.toJSON(), hid, skinId: hid, hName, star, colorStar, quality, job, lv: DEFAULT_HERO_LV, exp: getHeroExpByLv(DEFAULT_HERO_LV - 1) || 0, ...heroInfo };
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delete update._id;
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return update
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}
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@@ -329,18 +334,18 @@ export default class Hero extends BaseModel {
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private static getSearchObj(form: SearchHeroParam) {
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let searchObj = {};
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if(form.roleId) searchObj['roleId'] = form.roleId;
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if(form.roleName) searchObj['roleName'] = { $regex: new RegExp(form.roleName.toString(), 'i') };
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if(form.hid) searchObj['hid'] = form.hid;
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if (form.roleId) searchObj['roleId'] = form.roleId;
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if (form.roleName) searchObj['roleName'] = { $regex: new RegExp(form.roleName.toString(), 'i') };
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if (form.hid) searchObj['hid'] = form.hid;
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return searchObj
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}
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public static async findByCondition(page: number, pageSize: number, sortField: string = 'updatedAt', sortOrder: string = 'descend', form: SearchHeroParam = {}) {
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}
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public static async findByCondition(page: number, pageSize: number, sortField: string = 'updatedAt', sortOrder: string = 'descend', form: SearchHeroParam = {}) {
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let searchObj = this.getSearchObj(form);
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let sort = {};
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if(sortField && sortOrder) {
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if(sortOrder == 'ascend') {
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if (sortField && sortOrder) {
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if (sortOrder == 'ascend') {
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sort[sortField] = 1;
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} else if (sortOrder == 'descend') {
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sort[sortField] = -1;
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@@ -348,15 +353,15 @@ export default class Hero extends BaseModel {
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}
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const result: HeroType[] = await HeroModel.find(searchObj).limit(pageSize).skip((page - 1) * pageSize).sort(sort).lean({ getters: true, virtuals: true });
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return result;
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}
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public static async countByCondition(form: SearchHeroParam = {}) {
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let searchObj = this.getSearchObj(form);
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const result = await HeroModel.count(searchObj);
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return result;
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}
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}
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public static async countByCondition(form: SearchHeroParam = {}) {
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let searchObj = this.getSearchObj(form);
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const result = await HeroModel.count(searchObj);
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return result;
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}
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}
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export const HeroModel = getModelForClass(Hero);
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@@ -68,6 +68,5 @@ export interface guildInter {
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export interface recycleSoulFastPara {
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hid: number;
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goodsId: number;
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count: number;
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}
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