370 lines
14 KiB
TypeScript
370 lines
14 KiB
TypeScript
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import { HeroModel, HeroType, } from '../db/Hero';
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import { ItemModel } from '../db/Item';
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import { EquipModel, RandSe, Holes, RandMain, equipUpdate } from './../db/Equip';
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import { gameData, getQuenchByQualityAndGrade, getQuenchGradeByValue } from './data';
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import { RANDOM_SE_COUNT, ITID, CURRENCY_BY_TYPE, CURRENCY_TYPE, ROLE_SELECT, FIGURE_UNLOCK_CONDITION, CONSUME_TYPE, HERO_SYSTEM_TYPE, TASK_TYPE } from '../consts';
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import { getRandValueByMinMax, getRandEelm } from './util';
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import { findWhere } from 'underscore';
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import { RoleModel, RoleType, } from '../db/Role';
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import { Figure } from '../domain/dbGeneral';
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import { getTimeFun } from './timeUtil';
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import { reCalAllHeroCe } from './playerCe';
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import { checkTaskWithEquip } from './taskUtil';
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// import { checkTask, checkTaskWithHeroes, checkTaskWithEquip, accomplishTask } from './taskUtil';
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import { SkinModel, } from '../db/Skin';
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import { TaskListReturn } from '../domain/roleField/task';
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/**
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* 只插入皮肤,不管那么多的
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* @param roleId
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* @param roleName
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* @param skinId
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* @returns
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*/
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export async function increaseSkin(roleId:string, roleName: string, skinId: number) {
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let dicSkin = gameData.fashion.get(skinId);
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if (!dicSkin) return false;
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let skin = await SkinModel.increaseSkin(roleId, skinId, { roleId, roleName, id: skinId, skinName: dicSkin.name, hid: dicSkin.actorId });
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if(!skin) return false; // 插入失败
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return skin
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}
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/**
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* 添加皮肤
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* @param roleId 玩家id
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* @param roleName 玩家名
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* @param id 皮肤id
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* @param hero 武将,如果已经查询过这个武将就不用再查询一次,主意要select skins字段
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* @returns {{ hero, figureInfo, calAllHeroResult }} hero:添加皮肤后的武将 figureInfo: 触发头像添加信息 calAllHeroResult:全局战力加成后结果
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*/
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export async function addSkin(roleId: string, roleName: string, skinId: number, enable: boolean, hero?: HeroType) {
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let skin = await increaseSkin(roleId, roleName, skinId);
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if(!skin) return false;
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if(skin.hid && !hero) hero = await HeroModel.findByHidAndRole(skin.hid, roleId);
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let condition = { type: FIGURE_UNLOCK_CONDITION.GET_SKIN, paramSkinId: skinId };
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let figureInfo = await unlockFigure(roleId, [condition]); // 解锁头像
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let calAllHeroResult = await reCalAllHeroCe(HERO_SYSTEM_TYPE.ADD_SKIN, roleId, {}, [skinId]); // 全局加成
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if (hero) { // 有武将的,将皮肤链接到武将上
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if (!findWhere(hero.skins, { id: skinId })) {
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hero.skins.push({ id: skinId, skin: skin._id, enable });
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await HeroModel.updateHeroInfo(roleId, hero.hid, hero);
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}
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return { hero, figureInfo, calAllHeroResult };
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} else {
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return { hero: null, figureInfo, calAllHeroResult }
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}
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}
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export async function addBags(roleId: string, roleName: string, datas: { id: number, count: number }[]) {
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let items: { id: number, count: number }[] = [];
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for(let data of datas) {
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let item = await addBag(roleId, roleName, data);
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items.push(item)
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}
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return { items }
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}
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export async function addBag(roleId: string, roleName: string, data: { id: number, count: number }) {
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let { id, count } = data;
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let { name: itemName, itid, hid } = gameData.goods.get(id);
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let { type } = ITID.get(itid);
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let item = await ItemModel.increaseItem(roleId, id, count, { roleId, roleName, itemName, id, type, hid });
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return { id: item.id, count: item.count };
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}
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export async function addEquips(roleId: string, roleName: string, weapons: { id: number, hid?: number }[]) {
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let equipInfos: equipUpdate[] = [];
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for(let weapon of weapons) {
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let info = await getAddEquipInfo(roleId, roleName, weapon);
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equipInfos.push(info);
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}
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const equips = await EquipModel.createEquips(roleId, equipInfos);
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let pushMessages: TaskListReturn[] = [];
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// 任务
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for(let equip of equips) {
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let pushMessage = await checkTaskWithEquip(roleId, TASK_TYPE.EQUIP_SUIT, equip);
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pushMessages = [...pushMessages, ...pushMessage];
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}
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return { equips, pushMessages }
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}
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export async function getAddEquipInfo(roleId: string, roleName: string, weapon: { id: number, hid?: number }) {
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let { id, hid = 0 } = weapon;
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let { name, quality, suitId, hole, randomEffect, itid, goodsAbility } = gameData.goods.get(id);
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let { type } = ITID.get(itid);
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// 随机属性
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let randomNum = RANDOM_SE_COUNT.get(quality);
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let randomResult: number[] = getRandEelm(randomEffect, randomNum);
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let randSe: Array<RandSe> = randomResult.map((id: number, i: number) => {
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let random = gameData.randomEffectPool.get(id)
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let rand = 0;
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if (random.id > 0) rand = getRandValueByMinMax(random.Min, random.Max, 0);
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return {
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id: i + 1,
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seid: random.id,
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rand,
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locked: false
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};
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});
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let randRange = 0;
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// 淬火品相
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let randMain: RandMain[] = [];
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let grade = 0;
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for(let [ attrId, attrValue ] of goodsAbility) {
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if(attrValue > 0) {
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let { randMin, randMax } = getQuenchByQualityAndGrade(quality, grade);
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let rand = getRandValueByMinMax(randMin, randMax, 0);
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// console.log(quality, grade, rand)
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grade = getQuenchGradeByValue(quality, rand);
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randMain.push({
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id: attrId,
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rand
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});
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}
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}
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let holes = new Array<Holes>();
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for (let i = 0; i < hole; i++) {
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holes.push({ id: i + 1, isOpen: false, jewel: 0 });
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}
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return { roleId, roleName, id, name, quality, suitId, randRange, ePlaceId: type, randSe, holes, hid, grade, randMain };
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}
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/**
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* @description 获取元宝物品 { id, count }
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* @param count 元宝数量
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*/
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export function getGoldObject(count: number) {
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return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count };
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}
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/**
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* @description 获取金币物品 { id, count }
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* @param count 元宝数量
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*/
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export function getCoinObject(count: number) {
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return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count };
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}
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/**
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* @description 获取体力物品 { id, count }
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* @param count 体力数量
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*/
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export function getApObject(count: number) {
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return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.ACTION_POINT), count };
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}
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/**
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* @description 获取友情点物品 { id, count }
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* @param count 友情点数量
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*/
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export function getFriendPointObject(count: number) {
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return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.FRIEND_POINT), count };
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}
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/**
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* @description 获取功勋物品 { id, count }
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* @param count 功勋数量
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*/
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export function getHonourObject(count: number) {
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return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.HONOUR), count };
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}
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/**
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* 返回 解锁头像/相框
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* @param conditions 解锁条件
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* @param role 如果已查询过role表就直接可以使用
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*/
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export function unlockFigureWithoutSave(conditions: { type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number }[], role: RoleType) {
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let { heads, frames, spines } = role;
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let figureInfo = { heads: new Array<Figure>(), frames: new Array<Figure>(), spines: new Array<Figure>() };
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for (let { type, paramHid, paramFavourLv, paramSkinId } of conditions) {
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let canUnLockList = gameData.figureCondition.get(type);
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if (canUnLockList) {
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for (let { id, params, gid } of canUnLockList) {
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let flag = false; // 是否达成条件
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if (type == FIGURE_UNLOCK_CONDITION.GET_HERO) {
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let [hid] = params;
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if (paramHid == hid) flag = true;
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} else if (type == FIGURE_UNLOCK_CONDITION.HERO_FAVOR) {
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let [hid, favourLv] = params;
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if (paramHid == hid && paramFavourLv >= favourLv) flag = true;
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} else if (type == FIGURE_UNLOCK_CONDITION.GET_SKIN) {
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let [id] = params;
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if (paramSkinId == id) flag = true;
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}
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if (!flag) continue;
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let dicGood = gameData.goods.get(gid);
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if (!dicGood) continue;
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let dicItid = ITID.get(dicGood.itid);
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if (!dicItid) continue;
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if (dicItid.type == CONSUME_TYPE.HEAD) {
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let figure = unlockSingleFigure(heads, gid, false, id);
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if (figure && figure.unlocked) figureInfo.heads.push(figure);
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} else if (dicItid.type == CONSUME_TYPE.FRAME) {
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let figure = unlockSingleFigure(frames, gid, false, id);
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if (figure && figure.unlocked) figureInfo.frames.push(figure);
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} else if (dicItid.type == CONSUME_TYPE.SPINE) {
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let figure = unlockSingleFigure(spines, gid, false, id);
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if (figure && figure.unlocked) figureInfo.spines.push(figure);
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} else {
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continue;
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}
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}
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}
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}
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return { figureInfo, heads, frames, spines };
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}
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/**
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* 解锁头像/相框
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* @param roleId 玩家id
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* @param conditions 解锁条件
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* @param role 如果已查询过role表就直接可以使用
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*/
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export async function unlockFigure(roleId: string, conditions: { type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number }[], role?: RoleType) {
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if (!role || !role.heads || !role.frames) {
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role = await RoleModel.findByRoleId(roleId, ROLE_SELECT.GET_HEADS);
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}
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let { figureInfo, heads, frames, spines } = unlockFigureWithoutSave(conditions, role);
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role = await RoleModel.updateRoleInfo(roleId, { heads, frames, spines });
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return figureInfo;
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}
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// 直接获得形象/相框
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export async function addFigure(roleId: string, ids: number[]) {
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let role = await RoleModel.findByRoleId(roleId, ROLE_SELECT.GET_HEADS);
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if (!role) return false;
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let { heads, frames, spines } = role;
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let figureInfo = { heads: [], frames: [], spines: [] };
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for (let gid of ids) {
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let dicGoods = gameData.goods.get(gid);
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if (!dicGoods) continue;
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let dicItid = ITID.get(dicGoods.itid);
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if (!dicItid) continue;
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if (dicItid.type == CONSUME_TYPE.HEAD) {
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let figure = unlockSingleFigure(heads, gid, true);
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if (figure && figure.unlocked) figureInfo.heads.push(figure);
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} else if (dicItid.type == CONSUME_TYPE.FRAME) {
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let figure = unlockSingleFigure(frames, gid, true);
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if (figure && figure.unlocked) figureInfo.frames.push(figure);
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} else if (dicItid.type == CONSUME_TYPE.SPINE) {
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let figure = unlockSingleFigure(spines, gid, true);
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if (figure && figure.unlocked) figureInfo.spines.push(figure);
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} else {
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continue;
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}
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}
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role = await RoleModel.updateRoleInfo(roleId, { heads, frames, spines });
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return figureInfo;
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}
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/**
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* 根据物品id解锁/获得玩家数据
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* @param dbFigures 数据库内字段
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* @param id 物品id
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* @param unlockDirect 是否不计算解锁条件直接解锁
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* @param conditionId 条件id
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*/
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function unlockSingleFigure(dbFigures: Figure[], id: number, unlockDirect = false, conditionId?: number) {
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let figure = dbFigures.find(cur => cur.id == id);
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if (!figure) {
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figure = new Figure(id, false);
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dbFigures.push(figure);
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}
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if (figure.unlocked) return; // 已解锁过
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if (!figure.unlockedId) figure.unlockedId = new Array<number>();
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let dicGoods = gameData.goods.get(id);
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let hasUnlockedAll = true;
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if (!unlockDirect) { // 不能直接获得,需要通过type解锁
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if (figure.unlockedId.includes(conditionId)) return;
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figure.unlockedId.push(conditionId);
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for (let { id: cid } of dicGoods.condition) {
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if (!figure.unlockedId.includes(cid)) {
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hasUnlockedAll = false; break;
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}
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}
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}
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if (hasUnlockedAll) {
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figure.unlocked = true;
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delete figure.unlockedId;
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if (dicGoods.timeLimit) {
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figure.time = <number>getTimeFun().getAfterDay(dicGoods.timeLimit); // timeLimit天以后
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}
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}
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return figure
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}
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// async function getSkinsOfThisHero(roleId: string, roleName: string, hid: number, initialSkin: number, allSkins?: SkinType[]) {
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// if(!allSkins) allSkins = await SkinModel.findbyRoleAndHid(roleId, hid);
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// let skin = await increaseSkin(roleId, roleName, initialSkin);
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// if(skin) allSkins.push(skin);
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// let skins: { id: number, skin: string, enable: boolean }[] = [];
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// for(let skin of allSkins) {
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// skins.push({ id: skin.id, skin: skin._id, enable: skin.id == initialSkin });
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// }
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// return skins
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// }
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export function combineFigureInfo(figureInfos: { heads: Figure[], frames: Figure[], spines: Figure[] }[]) {
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let figureInfo = { heads: new Array<Figure>(), frames: new Array<Figure>(), spines: new Array<Figure>() };
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for(let {heads, frames, spines} of figureInfos) {
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for(let head of heads) {
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figureInfo.heads.push(head);
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}
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for(let frame of frames) {
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figureInfo.frames.push(frame);
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}
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for(let spine of spines) {
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figureInfo.spines.push(spine);
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}
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}
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return figureInfo;
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}
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export function transPiece(hid: number) {
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let dicHero = gameData.hero.get(hid);
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let count = gameData.heroTransPiece.get(dicHero.quality);
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return { pieceId: dicHero.pieceId, count }
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}
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// export class CreateHero {
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// roleId: string;
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// roleName: string;
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// serverId: number;
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// constructor(roleId: string, roleName: string, serverId: number) {
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// }
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// }
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