import { HANG_UP_CONSTS, ROLE_TERAPH, ROLE_SELECT, ABI_TYPE } from './../consts'; import BaseModel from './BaseModel'; import { index, getModelForClass, prop, DocumentType, Ref, mongoose } from '@typegoose/typegoose'; import User from './User'; import { shouldRefresh, reduceCe } from '../pubUtils/util'; import { initRoleAtrr } from '../pubUtils/playerCe'; import { nowSeconds, getBeforeDayDate } from '../pubUtils/timeUtil'; import { Figure } from '../domain/dbGeneral'; import { EXTERIOR } from '../pubUtils/dicParam'; import Hero from './Hero'; // role表属性格式 export class CeAttrDataRole { @prop({ required: true }) id: number = 0; @prop({ required: true }) ratioUp: number = 0; @prop({ required: true }) fixUp: number = 0; constructor(id: number) { this.id = id; } } class TopHero { @prop({ required: true }) hid: number; // 武将id @prop({ required: true }) ce: number; // 战力 @prop({ ref: Hero, type: mongoose.Schema.Types.ObjectId }) hero: Ref; } class DungeonHero { @prop({ required: true }) battleId: number; // 关卡id @prop({ required: true, type: Number, default:[] }) heroes: Array; // 武将id } class PayRecord { @prop({ required: true }) id: string; // 购买项 product id @prop({ required: true }) cnt: number; // 购买次数 } export class WarStar { @prop({ required: true }) id: number; // 关卡 id @prop({ required: true }) warType: number; // 关卡类型 @prop({ required: true }) star: number; // 星级 } export class Teraph{ @prop({ required: true, default: 1 }) id: number; // 神像的id @prop({ required: true, default: 1 }) grade: number = 1; // 等级 @prop({ required: true, default: 0 }) hp: number = 0; @prop({ required: true, default: 0 }) atk: number = 0; @prop({ required: true, default: 0 }) def: number = 0; @prop({ required: true, default: 0 }) mdef: number = 0; constructor(id: number) { this.id = id; } public get attr() { let map = new Map(); map.set(ABI_TYPE.ABI_HP, this.hp); map.set(ABI_TYPE.ABI_ATK, this.atk); map.set(ABI_TYPE.ABI_DEF, this.def); map.set(ABI_TYPE.ABI_MDEF, this.mdef); return map } public set attr(value: Map) { value.forEach((val, id) => { if(id == ABI_TYPE.ABI_HP) this.hp = val; if(id == ABI_TYPE.ABI_ATK) this.atk = val; if(id == ABI_TYPE.ABI_DEF) this.def = val; if(id == ABI_TYPE.ABI_MDEF) this.mdef = val; }); } } /** * 角色字段接口 */ @index({ roleId: 1 }) @index({ serverId: 1, roleId: 1}) @index({ towerLv: -1, towerUpTime: 1 }) // @index({ userInfo.uid: 1, serverId: 1 }) export default class Role extends BaseModel { @prop({ required: true }) userInfo: User; @prop({ required: true }) seqId: number; @prop({ required: true }) roleId: string; // 角色 id,生成编码 @prop({ required: true }) roleName: string; // 角色名 @prop({ required: true }) serverType: string; // 服务器类型 @prop({ required: true }) serverId: number; // 区服 id @prop({ required: true, default: false }) blocked: boolean; // 是否屏蔽 @prop({ required: true }) code: string; // 邀请码 @prop({ required: true, type: Number }) showLineup: number[]; // 展示阵容 @prop({ required: true, type: Figure, default: getDefualtFigure('head'), _id: false }) heads: Figure[]; // 拥有头像列表 @prop({ required: true, type: Figure, default: getDefualtFigure('frame'), _id: false }) frames: Figure[]; // 拥有相框列表 @prop({ required: true, type: Figure, default: getDefualtFigure('spine'), _id: false }) spines: Figure[]; // 拥有的形象 public get head () { // 虚拟字段head 当前头像 let curHead = this.heads?.find(cur => cur.enable && (!cur.time || cur.time > nowSeconds())); return curHead?curHead.id: EXTERIOR.EXTERIOR_FACE; } public get frame () { // 虚拟字段frame 当前相框 let curFrame = this.frames?.find(cur => cur.enable && (!cur.time || cur.time > nowSeconds())); return curFrame?curFrame.id: EXTERIOR.EXTERIOR_FACECASE; } public get spine () { // 虚拟字段spine 当前形象 let curSpine = this.spines?.find(cur => cur.enable && (!cur.time || cur.time > nowSeconds())); return curSpine?curSpine.id: EXTERIOR.EXTERIOR_APPEARANCE; } @prop({ required: true, default: 0 }) exp: number; // 经验值 @prop({ required: true, default: 1 }) lv: number; // 主公等级 @prop({ required: true, default: 0, set: (val: number) => val, get: (val: number) => reduceCe(val) }) ce: number; // 总战力 @prop({ required: true, type: CeAttrDataRole, default: [], _id: false }) attr: CeAttrDataRole[]; // 总战力 @prop({ required: true, default: 0, set: (val: number) => val, get: (val: number) => reduceCe(val) }) topLineupCe: number; // 最强x人战力 @prop({ required: true, type: TopHero, default: [], _id: false }) topLineup: Array; // 总战力 @prop({ required: true, default: 100 }) tili: number; // 体力值 @prop({ required: true, default: 0 }) vLv: number; // VIP 等级 @prop({ required: true, default: 100 }) gold: number; // 总金币 @prop({ required: true, default: 0 }) paidGold: number; // 支付所得金币 @prop({ required: true, default: 100 }) giftGold: number; // 赠送所得金币 @prop({ required: true, default: 0 }) totalPay: number; // 总支付金额 @prop({ required: true, default: 0 }) totalBuy: number; // 总金币购买 @prop({ required: true, default: 0 }) totalCost: number; // 金币总花费 @prop({ required: true, default: [] }) payRecord: PayRecord[]; // 支付记录 @prop({ required: true, default: 0 }) coin: number; // 总铜钱 @prop({ required: true, default: 0 }) frdCnt: number; // 情谊点 @prop({ required: true, type: WarStar, default: [], _id: false }) warStar: WarStar[]; // 关卡星级 @prop({ required: true, default: 1 }) loginCnt: number; // 登录次数 @prop({ required: true, default: nowSeconds() }) createTime: number; // 创建时间 @prop({ required: true, default: nowSeconds() }) loginTime: number; // 更新 / 登录时间 @prop({ required: true, default: 0 }) quitTime: number; // 更新 / 登录时间 @prop({ required: true, type: Number, default: [], _id: false }) funcs: Array; // 开启了的功能 // 天梯相关 @prop({ required: true, default: 1 }) towerLv: number; // 天梯当前层数 @prop({ required: true, default: new Date() }) towerUpTime: Date; // 天梯爬到这一层的时间 @prop({ required: true, default: HANG_UP_CONSTS.MAX_SPD_UP_CNT}) hangUpSpdUpCnt: number; // 挂机加速次数 @prop({ required: true, default: new Date()}) lastSpdUpTime: Date; // 最后一次挂机加速时间 @prop({ required: true, default: 0}) towerTaskCnt: number; // 刷新派遣任务的次数,向上累加,每天8个 @prop({ required: false}) towerTaskRefTime: Date; // 刷新派遣任务的时间 @prop({ required: true, default: 0}) towerTaskReCnt: number; // 刷新派遣任务刷新次数 // 奇遇事件相关 @prop({ required: true, default: 0 }) eventStatus: number; // 奇遇开启状态, 0-未开启 1-开启了第一场事件 2-完全开启 // 远征相关 @prop({ required: true, default: 0 }) expeditionPoint: number; // 远征点数 @prop({ required: true, default: 0 }) expeditionResetCnt: number; // 远征重置次数 @prop({ required: true, default: new Date() }) expeditionResetRefTime: Date; // 远征重置次数刷新时间 // 秘境相关 @prop({ required: true, default: 0 }) dungeonCnt: number; // 秘境挑战次数 @prop({ required: true, default: 0 }) dungeonBuyCnt: number; // 秘境购买次数 @prop({ required: true, default: new Date() }) dungeonRefTime: Date; // 秘境刷新时间 @prop({ required: true, type: DungeonHero, default: [], _id: false }) dungeonHeroes: DungeonHero[]; // 秘境首通使用的武将 // 全局养成 @prop({ required: true, default: 1 }) title: number; //爵位 //神像 @prop({ required: true, type: Teraph, default: getInitialTeraph(), _id: false }) teraphs: Teraph[]; // 公会 @prop({ required: true, default: false }) hasGuild: boolean; // 是否加入过公会 @prop({ required: true, default: 0 }) quitGuildTime: number; // 上次退出公会的时间 @prop({ required: true, default: "" }) guildCode: string; // 加入的军团code @prop({ required: true, default: "" }) guildName: string; // 加入的军团名 // 好友 @prop({ required: true, default: 0 }) friendCnt: number; // 好友人数 @prop({ required: true, default: 0 }) blockCnt: number; // 黑名单人数 @prop({ required: true, default: 0 }) recFrdApplyCnt: number; // 玩家收取好友申请数量 @prop({ required: true, default: 0 }) updatedMailAt: number; public static async findAllByUid(uid: number, getters = false, virtuals = true) { const role: RoleType[] = await RoleModel.find({ 'userInfo.uid': uid }).select('roleId roleName serverId head frame spine lv updatedAt').lean({ getters, virtuals}); return role; } public static async findByUid(uid: number, serverId: number, select?: string, getters = false) { const curSec = nowSeconds(); const role: RoleType = await RoleModel.findOneAndUpdate({ 'userInfo.uid': uid, serverId }, { loginTime: curSec, quitTime: curSec }, { new: true }).select(select).lean({ getters, virtuals: true }); return role; } /** * 根据roleId获取一条数据 * @param roleId 玩家id * @param select 选取字段,来自 selectConst/ROLE * @param getters 是否使用get方法,如ce使用了自动缩小1w倍 */ public static async findByRoleId(roleId: string, select?: string, getters = false, virtuals = true) { const role: RoleType = await RoleModel.findOne({ roleId }).select(select).lean({getters, virtuals}); return role; } public static async createRole(uid: number, serverId: number, roleInfo: {roleId: string; roleName: string; seqId: number; code: string, lv?:number, exp?: number}, lean = true) { const user = await User.findUserByUid(uid); if (!user) return null; const doc = new RoleModel(); const update = Object.assign(doc.toJSON(), roleInfo, { userInfo: user, serverType: user.serverType, serverId }); const role: RoleType = await RoleModel.findOneAndUpdate({ 'userInfo.uid': uid, serverId }, update, { upsert: true, new: true }).lean(lean); initRoleAtrr(role); return role; } public static async findRoleByField(field: string, value?: Array, select?: string, getters = false) { let searchObj = {}; if(field != 'all') { searchObj[field] = { $in: value }; } const user: RoleType[] = await RoleModel.find(searchObj).select(select).lean({ getters, virtuals: true }); return user; } public static async setEventStatus(roleId: string, eventStatus: number, lean = true) { let role: RoleType = await RoleModel.findOneAndUpdate({ roleId }, { eventStatus }, {new: true}).lean(lean); return role; } public static async towerLvUp(roleId: string) { let role: RoleType = await RoleModel.findOneAndUpdate({roleId}, {$inc: {towerLv: 1}, towerUpTime: new Date()}, {new: true}).lean({ virtuals: true }); return role; } public static async hangUpSpdUp(roleId: string, cnt: number, curTime: Date, lean = true) { if (cnt < 0) return null; const result = await RoleModel.findOne({roleId}).lean(lean); const lastSpdUpTime = result?.lastSpdUpTime; let role: RoleType; if (!lastSpdUpTime || (shouldRefresh(lastSpdUpTime, curTime, HANG_UP_CONSTS.REFRESH_TIME, 1) && cnt <= HANG_UP_CONSTS.MAX_SPD_UP_CNT)) { role = await RoleModel.findOneAndUpdate({roleId}, {hangUpSpdUpCnt: HANG_UP_CONSTS.MAX_SPD_UP_CNT - cnt, lastSpdUpTime: curTime}, {new: true}).lean(lean); } else { role = await RoleModel.findOneAndUpdate({roleId, hangUpSpdUpCnt: {$gte: cnt}}, {$inc: {hangUpSpdUpCnt: -cnt}, lastSpdUpTime: curTime}, {new: true}).lean(lean); } return role; } public static async increaseExpeditionPoint(roleId: string, point: number, lean = true) { let role: RoleType = await RoleModel.findOneAndUpdate({roleId}, {$inc: { expeditionPoint: point }}, {new: true}).lean(lean); return role; } public static async levelup(roleId: string, lv: number, exp: number, lean = true) { let role: RoleType = await RoleModel.findOneAndUpdate({roleId}, {$set: { exp, lv }}, {new: true}).lean(lean); return role; } public static async deleteAccount(roleId: string) { let result = await RoleModel.deleteMany({roleId}); return result; } public static async addCoin(roleId: string, cnt: number, lean = true) { let result: RoleType = await RoleModel.findOneAndUpdate({roleId}, { $inc: {coin: cnt} }, { "new": true, "upsert": true}).lean(lean); return result; } public static async addGoldFree(roleId: string, cnt: number, lean = true) { let result: RoleType = await RoleModel.findOneAndUpdate({roleId}, { $inc: { gold: cnt, giftGold: cnt } }, { "new": true, "upsert": true}).lean(lean); return result; } public static async costCoin(roleId: string, cnt: number, lean = true) { let result: RoleType = await RoleModel.findOneAndUpdate({roleId, coin: {$gte: cnt}}, { $inc: { coin: -cnt } }, { "new": true}).lean(lean); return result; } public static async costGold(roleId: string, cnt: number, lean = true) { let result: RoleType = await RoleModel.findOneAndUpdate({roleId, gold: {$gte: cnt}}, { $inc: { gold: -cnt, totalCost: cnt } }, { "new": true}).lean(lean); return result; } public static async pushWarStar(roleId: string, battleId: number, warType: number, star: number, lean = true) { let result: RoleType = await RoleModel.findOneAndUpdate({roleId}, { $addToSet: { warStar: {id: battleId, warType, star }} }, { "new": true, "upsert": true}).lean(lean); return result; } public static async updateWarStar(roleId: string, battleId: number, star: number, lean = true) { let result: RoleType = await RoleModel.findOneAndUpdate( {roleId, 'warStar.id': battleId}, { $set: { 'warStar.$.star': star } }, { "new": true, "upsert": true} ).lean(lean); return result; } // 重置派遣次数 public static async resetTowerCnt(roleId: string, curTime: Date, lean = true) { const role: RoleType = await RoleModel.findOneAndUpdate({roleId}, {towerTaskCnt: 0, towerTaskRefTime: curTime, towerTaskReCnt: 0}, {new: true}).lean(lean); return role; } // 刷新派遣任务次数增长 public static async increaseTowerCnt(roleId: string, num: number, lean = true) { const role: RoleType = await RoleModel.findOneAndUpdate({roleId}, {$inc: {towerTaskCnt: num}}, {new: true}).lean(lean); return role; } // 派遣任务增加刷新次数 public static async increaseTowerRefCnt(roleId: string, num: number, lean = true) { const role: RoleType = await RoleModel.findOneAndUpdate({roleId}, {$inc: {towerTaskReCnt: num}}, {new: true}).lean(lean); return role; } // 刷新远征重置次数 public static async increaseExpeditionResetCnt(roleId: string, needRefresh: boolean, curTime: Date, lean = true) { let role: RoleType; if (needRefresh) { role = await RoleModel.findOneAndUpdate({roleId}, {expeditionResetCnt: 1, expeditionResetRefTime: curTime}, {new: true}).lean(lean); } else { role = await RoleModel.findOneAndUpdate({roleId}, {$inc: {expeditionResetCnt: 1}}, {new: true}).lean(lean); } return role; } // 购买次数 public static async buyCnt(roleId: string, needRefresh: boolean, inc: number, curTime: Date, lean = true) { let role: RoleType; if (needRefresh) { role = await RoleModel.findOneAndUpdate({roleId}, {dungeonCnt: 0, dungeonRefTime: curTime, dungeonBuyCnt: inc}, {new: true}).lean(lean); } else { role = await RoleModel.findOneAndUpdate({roleId}, {$inc: {dungeonBuyCnt: inc}}, {new: true}).lean(lean); } return role; } // 增加次数 public static async increaseDungeonCnt(roleId: string, needRefresh: boolean, inc: number, curTime: Date, lean = true) { let role: RoleType; if (needRefresh) { role = await RoleModel.findOneAndUpdate({roleId}, {dungeonCnt: inc, dungeonRefTime: curTime, dungeonBuyCnt: 0}, {new: true}).lean(lean); } else { role = await RoleModel.findOneAndUpdate({roleId}, {$inc: {dungeonCnt: inc}}, {new: true}).lean(lean); } return role; } // 获取排行榜 public static async getRank(type: string, serverId: number, fields: string[], page = 1, limit = 100) { let sortBy = {}; if(type == 'tower') { sortBy['towerLv'] = -1; sortBy['towerUpTime'] = 1; } const ranks: RoleType[] = await RoleModel.find({serverId}).select(fields.join(' ')).sort(sortBy).limit(limit).skip((page - 1) * limit).lean({ virtuals: true }); return ranks; } // 保存秘境首通队伍 public static async saveDungeonHero(roleId: string, battleId: number, heroes: number[], isSuccess: boolean) { if(isSuccess) { let role = await Role.findByRoleId(roleId); let dungeonHeroes = role && role.dungeonHeroes; let hasHero = dungeonHeroes&&dungeonHeroes.find(cur => cur.battleId == battleId); if(!dungeonHeroes || !hasHero) { role = await RoleModel.findOneAndUpdate({roleId}, {$push:{dungeonHeroes: {battleId, heroes}}}) } return role; } } // 保存开启功能 public static async pushFuncs(roleId: string, funcs: number[], lean = true) { const recs: RoleType = await RoleModel.findOneAndUpdate({roleId}, {$push: {funcs: {$each: funcs}}}, {new: true}).lean(lean); return recs } public static async updateRoleInfo(roleId: string, roleUpdate:RoleUpdate, getters = false, virtuals = true) { delete roleUpdate._id; let result: RoleType = await RoleModel.findOneAndUpdate({roleId}, {$set:roleUpdate}, {new: true}).lean({ getters, virtuals }); return result; } // 记录加入公会 public static async joinGuild(roleId: string, guildCode: string, guildName: string) { const result = await RoleModel.findOneAndUpdate({ roleId, hasGuild: false }, { hasGuild: true, guildCode, guildName }, { new: true }).lean(); return result; } /** * 获取未加入公会且登录时间在三天内的人 * @param time * @param serverId * @param invitedMembers 当天已邀请过的人 */ public static async getInviteList(time: number, serverId: number) { const result: RoleType[] = await RoleModel.find({ loginTime: { $gt: time }, hasGuild: false, serverId }) .select({roleId: 1, roleName: 1,ce: 1, head: 1, frame: 1, lv: 1,title: 1,job: 1,quitTime: 1, _id: 0}) .sort({quitTime: -1, lv: -1, ce: -1}) .limit(100).lean({getters: true, virtuals: true}); return result; } // 获取好友推荐列表 public static async getRecommedList(minLv: number, maxLv: number, time: number) { const result: RoleType[] = await RoleModel.find({ loginTime: { $gt: time }, lv: { $gte: minLv, $lte: maxLv } }, { _id: 0 }) .select(ROLE_SELECT.SHOW_FRIEND_APPLY_LIST) .sort({quitTime: -1, lv: -1, ce: -1}) .limit(200).lean({ getters: true, virtuals: true }); return result; } // 查询玩家 public static async searchByNameOrId(value: string) { const result: RoleType[] = await RoleModel.find({ $or: [ { roleName: { $regex: new RegExp(value.toString(), 'i') } }, { roleId: value } ] }, { _id: 0 }) .select(ROLE_SELECT.SHOW_FRIEND_APPLY_LIST) .sort({quitTime: -1, lv: -1, ce: -1}) .limit(200).lean({ getters: true, virtuals: true }); return result; } // 公会解散 public static async dissmissGuild(members: string[]) { const result = await RoleModel.updateMany({ roleId: { $in: members } }, { hasGuild: false, guildCode: "", guildName: "" }).lean(); return result; } // 退出公会 public static async quitGuild(roleId: string, now: number) { const result: RoleType = await RoleModel.findOneAndUpdate({ roleId, hasGuild: true }, { hasGuild: false, guildCode: "", guildName: "", quitGuildTime: now }, { new: true }).lean(); return result; } // 增加好友数量 public static async increaseFriendCnt(roleId: string, inc: number, max?: number) { let condition = { roleId }; if(max) { condition['friendCnt'] = {$lte: max - inc}; } const result: RoleType = await RoleModel.findOneAndUpdate(condition, {$inc: { friendCnt: inc }}, {new: true}).lean(); return result; } // 增加好友申请数量 public static async increaseFriendApplyCnt(roleId: string, inc: number, max: number) { const result: RoleType = await RoleModel.findOneAndUpdate({ roleId, recFrdApplyCnt: {$lte: max - inc}}, {$inc: { recFrdApplyCnt: inc }}, {new: true}).lean(); return result; } // 增加黑名单数量 public static async increaseBlockCnt(roleId: string, blockCnt: number, friendCnt: number, maxBlockCnt: number) { const result: RoleType = await RoleModel.findOneAndUpdate({ roleId, blockCnt: {$lte: maxBlockCnt - blockCnt}}, {$inc: { blockCnt, friendCnt }}, {new: true}).lean(); return result; } public static async updatedRoleMailAt(roleId: string, updatedMailAt: number, lean = true) { const result: RoleType = await RoleModel.findOneAndUpdate({ roleId }, {$set: { updatedMailAt }}, {new: true}).lean(lean); return result; } public static async addFigure(roleId: string, id: number, figure: Figure) { const result: RoleType = await RoleModel.findOneAndUpdate({roleId}, { $pull: { heads: { id: id }, $push: { heads: figure } }}, {new: true}).lean(); return result } public static async checkName(roleName: string, serverId: number) { const role: RoleType = await RoleModel.findOne({ roleName, serverId }).lean(); return !!role; } // 获取战力在中位数的玩家 public static async getMedianRole(serverId: number) { let yesterday = getBeforeDayDate(1); const roles: RoleType[] = await RoleModel.find({ serverId, updatedAt: { $gte: new Date(yesterday) } }) .select('topLineup') .sort({ ce: -1 }).lean(); return roles[Math.floor(roles.length/2)] } } export const RoleModel = getModelForClass(Role); export interface RoleType extends Pick, keyof Role>{}; export type RoleUpdate = Partial; // 将所有字段变成可选项 // 初始化 function getInitialTeraph() { let teraphs = new Array(); for(let i = ROLE_TERAPH.START; i <= ROLE_TERAPH.END; i++) { let p = new Teraph(i); teraphs.push(p); } return teraphs; } function getDefualtFigure(type: string) { let figures = new Array
(); if(type == 'head') { let figure = new Figure(EXTERIOR.EXTERIOR_FACE, true, null, true); figures.push(figure); } else if (type == 'frame') { let figure = new Figure(EXTERIOR.EXTERIOR_FACECASE, true, null, true); figures.push(figure); } else if (type == 'spine') { let figure = new Figure(EXTERIOR.EXTERIOR_APPEARANCE, true, null, true); figures.push(figure); } return figures; }