Files
ZYZ/shared/db/Role.ts
T

676 lines
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TypeScript

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<Hero>;
}
class DungeonHero {
@prop({ required: true })
battleId: number; // 关卡id
@prop({ required: true, type: Number, default:[] })
heroes: Array<number>; // 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<number, number>();
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<number, number>) {
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<TopHero>; // 总战力
@prop({ required: true, default: 100 })
tili: number; // 体力值
@prop({ required: false, set: (val: boolean) => val, get: () => true })
isReducedCe: boolean; // 如果战力没有缩过就会返回false,缩过了就会返回true
@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<number>; // 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;
// 排行相关
@prop({ required: true, default: 0 })
lvUpdatedAt: number; // 升级时间
@prop({ required: true, default: 0 })
heroNum: number; // 武将数量
@prop({ required: true, default: 0 })
heroNumUpdatedAt: number; // 武将数量更新时间
@prop({ required: true, default: 0 })
dungeonWarId: number; // 秘境通关关卡
@prop({ required: true, default: 0 })
dungeonUpdatedAt: number; // 秘境通关时间
@prop({ required: true, default: 0 })
mainWarId: number; // 主线通关关卡
@prop({ required: true, default: 0 })
mainUpdatedAt: number; // 秘境通关时间
@prop({ required: true, default: 0 })
mainEliteWarId: number; // 精英通关关卡
@prop({ required: true, default: 0 })
mainEliteUpdatedAt: number; // 精英通关时间
@prop({ required: true, default: [], type: Number })
rankReceived: number[]; // 已领取奖励
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 findByUidAndSetTime(uid: number, serverId: number, select?: string, getters = false) {
const curSec = nowSeconds();
// 为了计算累计登录,此处查询new为false
const role: RoleType = await RoleModel.findOneAndUpdate({ 'userInfo.uid': uid, serverId }, { loginTime: curSec, quitTime: curSec }, { new: false }).select(select).lean({ getters, virtuals: true });
return role;
}
public static async findByUid(uid: number, serverId: number, select?: string, getters = false) {
const role: RoleType = await RoleModel.findOne({ 'userInfo.uid': uid, serverId }).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<number|string>, 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({ getters: true, 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, select?: string, page = 1, limit = 200) {
let sortBy = {};
let condition = {};
switch(type) {
case 'tower':
sortBy = { towerLv: -1, towerUpTime: 1 }; condition = { towerLv: { $gt: 0 } }; break;
case 'topLineup':
sortBy = { topLineupCe: -1, updatedAt: 1 }; condition = { topLineupCe: { $gt: 0 } }; break;
case 'heroNum':
sortBy = { heroNum: -1, heroNumUpdatedAt: 1 }; condition = { heroNum: { $gt: 0 } }; break;
case 'lv':
sortBy = { lv: -1, updatedAt: 1 }; condition = { lv: { $gt: 0 } }; break;
case 'ce':
sortBy = { ce: -1, updatedAt: 1 }; condition = { ce: { $gt: 0 } }; break;
case 'dungeon':
sortBy = { dungeonWarId: -1, dungeonUpdatedAt: 1 }; condition = { dungeonWarId: { $gt: 0 } }; break;
case 'main':
sortBy = { mainWarId: -1, mainUpdatedAt: 1 }; condition = { mainWarId: { $gt: 0 } }; break;
case 'mainElite':
sortBy = { mainEliteWarId: -1, mainEliteUpdatedAt: 1 }; condition = { mainEliteWarId: { $gt: 0 } }; break;
default:
sortBy = {}; break;
}
const ranks: RoleType[] = await RoleModel.find({serverId, ...condition}).select(select).sort(sortBy).limit(limit).skip((page - 1) * limit).lean({ virtuals: true, getters: true });
return ranks;
}
// 保存秘境首通队伍
public static async saveDungeonHero(roleId: string, battleId: number, heroes: number[], isSuccess: boolean) {
if(isSuccess) {
let role = await Role.findByRoleId(roleId);
let dungeonHeroes = role && role.dungeonHeroes;
let hasHero = dungeonHeroes&&dungeonHeroes.find(cur => cur.battleId == battleId);
if(!dungeonHeroes || !hasHero) {
role = await RoleModel.findOneAndUpdate({roleId}, {$push:{dungeonHeroes: {battleId, heroes}}, $set: { dungeonWarId: battleId, dungeonUpdatedAt: nowSeconds() }});
}
return role;
}
}
// 保存开启功能
public static async pushFuncs(roleId: string, funcs: number[], lean = true) {
const recs: RoleType = await RoleModel.findOneAndUpdate({roleId}, {$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;
}
public static async incRoleInfo(roleId: string, inc: RoleInc, set: RoleUpdate, getters = false, virtuals = true) {
delete set._id;
let result: RoleType = await RoleModel.findOneAndUpdate({roleId}, {$inc: inc, $set: set}, {new: true}).lean({ getters, virtuals });
return result;
}
public static async updateMainWarId(roleId: string, mainWarId: number, mainUpdatedAt: number, getters = false, virtuals = true) {
let result: RoleType = await RoleModel.findOneAndUpdate({roleId, mainWarId: { $lt: mainWarId }}, {$set:{mainWarId, mainUpdatedAt}}, {new: true}).lean({ getters, virtuals });
return result;
}
public static async updateMainEliteWarId(roleId: string, mailEliteWarId: number, mainEliteUpdatedAt: number, getters = false, virtuals = true) {
let result: RoleType = await RoleModel.findOneAndUpdate({roleId, mailEliteWarId: { $lt: mailEliteWarId }}, {$set:{mailEliteWarId, mainEliteUpdatedAt}}, {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, {$inc: { friendCnt: inc }}, {new: true}).lean({ getters: true, virtuals: true });
return result;
}
// 增加好友申请数量
public static async increaseFriendApplyCnt(roleId: string, inc: number, max: number) {
const result: RoleType = await RoleModel.findOneAndUpdate({ roleId, recFrdApplyCnt: {$lte: max - inc}}, {$inc: { recFrdApplyCnt: inc }}, {new: true}).lean({ getters: true, virtuals: true });
return result;
}
// 增加黑名单数量
public static async increaseBlockCnt(roleId: string, blockCnt: number, friendCnt: number, maxBlockCnt: number) {
const result: RoleType = await RoleModel.findOneAndUpdate({ roleId, blockCnt: {$lte: maxBlockCnt - blockCnt}}, {$inc: { blockCnt, friendCnt }}, {new: true}).lean({ getters: true, virtuals: true });
return result;
}
public static async updatedRoleMailAt(roleId: string, updatedMailAt: number, lean = true) {
const result: RoleType = await RoleModel.findOneAndUpdate({ roleId }, {$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)]
}
public static async receiveRankReward(roleId: string, id: number) {
const role: RoleType = await RoleModel.findOneAndUpdate({ roleId, rankReceived: { $nin: [id] } }, { $push: { rankReceived: id } }, {new: true}).lean();
return role;
}
}
export const RoleModel = getModelForClass(Role);
export interface RoleType extends Pick<DocumentType<Role>, keyof Role>{};
export type RoleUpdate = Partial<RoleType>; // 将所有字段变成可选项
export type RoleInc = Partial<Pick<DocumentType<Role>, 'heroNum'|'blockCnt'|'friendCnt'|'gold'|'coin'>>;
// 初始化
function getInitialTeraph() {
let teraphs = new Array<Teraph>();
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<Figure>();
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;
}