好友:参数表配置
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@@ -8,7 +8,8 @@ export enum ROLE_SELECT {
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HANDLE_APPLY = 'roleId friendCnt lv',
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ATTR = 'globalCeAttr',
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GET_LV = 'lv',
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GET_ROLE_ID = 'roleId'
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GET_ROLE_ID = 'roleId',
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GET_MY_SERVER = 'lv serverId userInfo.serverType',
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};
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export enum HERO_SELECT {
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@@ -20,7 +21,7 @@ export enum EQUIP_SELECT {
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HERO_DETAIL = 'id name ePlaceId quality'
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}
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export enum FRIEND {
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export enum FRIEND_SELECT {
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SEND_PRESENT = 'friendValue friendLv'
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}
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@@ -3,7 +3,8 @@ import { index, getModelForClass, prop, DocumentType } from '@typegoose/typegoos
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import { getFriendLvByExp } from '../pubUtils/data';
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import * as util from '../pubUtils/friendUtil';
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import { nowSeconds } from '../pubUtils/timeUtil';
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import { FRIEND } from '../consts';
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import { FRIEND } from '../pubUtils/dicParam';
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import { FRIEND_SELECT } from '../consts';
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/**
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* 好友直接的亲密值
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@@ -107,12 +108,12 @@ export default class FriendShip extends BaseModel {
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if(shouldRefresh) {
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let obj = this.getRefData();
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result = await FriendShipModel.findOneAndUpdate({ roleIds }, {
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$inc: { friendValue: 5},
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$inc: { friendValue: FRIEND.FRIEND_CLOSEPOINT_ADD},
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$set: { ...obj, ...params.inc, ...params.set }
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}, { new: true }).lean({ virtuals: true });
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} else {
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result = await FriendShipModel.findOneAndUpdate({ roleIds, ...params.lt }, {
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$inc: { ...params.inc, friendValue: 5},
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$inc: { ...params.inc, friendValue: FRIEND.FRIEND_CLOSEPOINT_ADD},
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$set: params.set
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}, { new: true }).lean({ virtuals: true });
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}
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@@ -150,7 +151,7 @@ export default class FriendShip extends BaseModel {
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public static async addFriendValue(roleId: string, hisRoleId: string, inc: number) {
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let { roleIds } = util.getRoleIds([roleId, hisRoleId]);
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let result: FriendShipType = await FriendShipModel.findOneAndUpdate({ roleIds }, { $inc: { friendValue: inc } }, { new: true })
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.select(FRIEND.SEND_PRESENT)
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.select(FRIEND_SELECT.SEND_PRESENT)
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.lean({ virtuals: true });
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return result;
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}
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@@ -45,13 +45,25 @@ export const ARMY = {
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ARMY_DEVELOPMENT_SPEEDTMES: 10, // 单个碎片可助力加速的最大次数
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ARMY_TRAIN_FREETIMES: 2, // 练兵场每日挑战次数
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ARMY_TRAIN_BUYTIMES: 2, // 练兵场每日可购买次数
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ARMY_TRAIN_TIMESCOST: 20, // 练兵场购买次数每日
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ARMY_TRAIN_TIMESCOST: 20, // 练兵场购买次数消耗
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ARMY_WEEKHONOUR_LIMIT: 1000, // 军团成员参与职位排名周功勋下限(包含)
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ARMY_WISH_TIMES: 1, // 单个许愿池每日可许愿次数
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ARMY_WISH_HELP: 3, // 每日可满足他人心愿的次数
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ARMY_DONATE_TIMES: 10, // 捐献池每日可捐献的次数
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ARMY_MANAGE_APPLICATION: 50, // 军团管理显示收到的申请条数上限
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};
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export const TREASURE = {
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CAPTAIN_DROP: 5, // 普通套装图纸队长必掉落次数
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TEAMMATE_DROP: 10, // 普通套装图纸队员必掉落次数
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};
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export const FRIEND = {
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FRIEND_CLOSEPOINT_ADD: 5, // 每赠送/领取一次增加的亲密度
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FRIEND_FRIENDPOINT_ADD: 1, // 每领取一次爱心会增加的情谊值
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FRIEND_RECONMMEND_LEVEL: 5, // 系统推荐玩家等级要求浮动
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FRIEND_RECONMMEND_ACTIVETIME: 24, // 系统推荐玩家活跃时间要求(小时)
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FRIEND_BLACKLIST_MAX: 100, // 黑名单人数上限
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FRIEND_MANAGE_APPLICATION: 50, // 好友显示收到的申请条数上限
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FRIEND_RECEIVE_SINGLE: 1, // 向单个好友每日最多赠送多少爱心
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FRIEND_RECONMMEND_NUM: 8, // 同一批推荐好友数量
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FRIEND_RECONMMEND_SERVICE: 4, // 同一批推荐本服的好友数量
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};
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@@ -1,6 +1,7 @@
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const PER_SECOND = 1 * 1000;
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const PER_DAY = 24 * 60 * 60;
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const PER_HOUR = 60 * 60;
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export function getSeconds(time: Date) {
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return Math.floor(time.getTime() / PER_SECOND);
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@@ -37,11 +38,15 @@ export function getBeforeDayDate(day: number) {
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*/
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export function getBeforeDaySeconds(day: number) {
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let time = nowSeconds() - day * PER_DAY;
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return time;
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return time;
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}
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export function getBeforeHourSeconds(hour: number) {
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let time = nowSeconds() - hour * PER_HOUR;
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return time;
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}
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export function getCurWeekDate(day: number, hour: number) {
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return getWeekDate(new Date(), day, hour);
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}
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