pvp:结算阵容分数
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@@ -218,19 +218,10 @@ export class PvpHandler {
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let update: pvpUpdateInter = {};
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const role = await RoleModel.findByRoleId(roleId, null, true);
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if (isSuccess) {
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update.winStreakNum = pvpDefense.winStreakNum + 1;
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} else {
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update.winStreakNum = 0;
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}
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const myRecInfo = await generMyRecInfo(pvpDefense.heroScores, pvpDefense.winStreakNum, role, isSuccess, pos, myHeroes);
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let { attackInfo, showHeroScores, addSumScore, newHeroScore } = myRecInfo
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update.heroScores = newHeroScore;
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update.score = pvpDefense.score + addSumScore;
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if (pvpDefense.hisScore < update.score) {
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update.hisScore = update.score;
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}
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const myRecInfo = await generMyRecInfo(pvpDefense, role, isSuccess, pos, myHeroes);
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let { attackInfo, showHeroScores, updateParam } = myRecInfo
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update = { ...update, ...updateParam };
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let curOpp = pvpDefense.oppPlayers.find(cur => cur.roleId == oppRoleId && cur.pos == pos);
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if (!curOpp) return resResult(STATUS.PVP_ROLE_NOT_FOUND);
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@@ -311,9 +302,6 @@ export class PvpHandler {
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refOppObj.setAttackCnt ++;
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let { seasonNum, seasonEndTime } = await PVPConfigModel.findCurPVPConfig();
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let refChallengeObj = refChallengeCnt(pvpDefense.challengeCnt, pvpDefense.challengeRefTime, seasonEndTime);
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// 刷对手
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let role = <RoleType>pvpDefense.role;
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let oppPlayers = await refreshEnemies(role, seasonNum, pvpDefense.attack.score, pvpDefense.attack?.pLv||1);
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// 更新挑战阵容
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let score = 0;
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for(let { actorId } of heroes) {
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@@ -324,6 +312,9 @@ export class PvpHandler {
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}
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let attack = new Attack(heroes, score);
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let lineupCe = await generPvpLineupCe(roleId, pvpDefense.lineupCe, attack.heroes, []);
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// 刷对手
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let role = <RoleType>pvpDefense.role;
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let oppPlayers = await refreshEnemies(role, seasonNum, attack?.score||0, attack?.pLv||1);
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// 保存
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pvpDefense = await PvpDefenseModel.updateInfoAndInclude(roleId, { ...refOppObj, ...refChallengeObj, attack, oppPlayers, lineupCe });
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// 返回
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@@ -10,7 +10,7 @@ import { gameData, getPLvByScore, getPvpHeroRewardsByScore, getPvpRankRewardsByR
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import { PVP } from '../pubUtils/dicParam';
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import { PVPConfigModel, PVPConfigType } from '../db/SystemConfig'
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import { nowSeconds, getTimeFun } from '../pubUtils/timeUtil';
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import { HeroesRecord } from '../db/PvpRecord';
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import { HeroesRecord, PvpRecordPlayerInfo } from '../db/PvpRecord';
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import { HeroModel, CeAttrData, HeroType } from '../db/Hero';
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import { AttributeCal } from '../domain/roleField/attribute';
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import { PvpEnemies, PvpHeroInfo, PvpOtherHeroes } from '../domain/dbGeneral';
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@@ -37,7 +37,6 @@ export async function getEnemies(oppPlayers: OppPlayer[], winStreakNum: number)
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for (let oppPlayer of oppPlayers) {
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let dicOpponent = dicPvpOpponent.get(oppPlayer.pos);
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let oppDef = <PvpHistoryOppType>oppPlayer.oppDef; // select 'oppRoleId pos roleName head frame spine rankLv pLv defCe'
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console.log('*******', oppDef)
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if (oppDef) delete oppDef.heroes;
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result.push({
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@@ -393,19 +392,24 @@ export function getPlayerMainAttribute(heroAttrs: CeAttrData[], roleAttrs: CeAtt
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}
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// 获取我方战报记录
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export async function generMyRecInfo(heroScores: HeroScore[], winStreakNum: number, role: RoleType, isSuccess: boolean, pos: number, myHeroes: pvpEndParamInter[]) {
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let { roleId, roleName } = role;
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export async function generMyRecInfo(pvpDefense: PvpDefenseType, role: RoleType, isSuccess: boolean, pos: number, myHeroes: pvpEndParamInter[]) {
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let { attack, defense, heroScores, winStreakNum, score, hisScore } = pvpDefense;
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let { roleId } = role;
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if (isSuccess) {
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winStreakNum ++;
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} else {
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winStreakNum = 0;
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}
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const dicOpp = gameData.pvpOpponent.get(pos);
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const plusScore = getPlusScore(winStreakNum);
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let pLv = getLvByScore(heroScores);
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// TODO 这里heroScore可以改为不改变原数据,而创建新数据的方式
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let myHeroRecords = new Array<HeroesRecord>();
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let myHeroRecords: HeroesRecord[] = []; // 存入rec里面的数据
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let showHeroScores = new Array<{ hid: number, addScore: number, plusScore: number, score: number }>();
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let addSumScore = 0;
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for (let { hid, damage, heal, underDamage } of myHeroes) {
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for (let { actorId: hid } of attack.heroes) {
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let params = myHeroes.find(cur => cur.hid == hid);
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let curHeroScore = heroScores.find(cur => cur.hid == hid);
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if (isSuccess) {
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if (!curHeroScore) {
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@@ -426,28 +430,35 @@ export async function generMyRecInfo(heroScores: HeroScore[], winStreakNum: numb
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});
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}
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const myHero = await HeroModel.findByHidAndRole(hid, roleId, 'quality star colorStar lv skinId');
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let { quality, star, colorStar, lv, skinId } = myHero;
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myHeroRecords.push({
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hid, quality, star, colorStar, lv, damage, heal, underDamage, skinId
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});
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let record = new HeroesRecord();
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record.setByHero(myHero, params);
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myHeroRecords.push(record);
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}
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let attackInfo = {
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roleId,
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roleName,
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lv: pLv,
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head: role.head,
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frame: role.frame,
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spine: role.spine,
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title: role.title,
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ce: role.topLineupCe,
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heroes: myHeroRecords,
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isSuccess,
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score: isSuccess ? addSumScore : 0
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let attackInfo = new PvpRecordPlayerInfo();
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attackInfo.setByRole(role, myHeroRecords, isSuccess, isSuccess ? addSumScore : 0, pLv)
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let newAttack = <Attack>calLineupScore(attack, heroScores);
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let newDefense = <Defense>calLineupScore(defense, heroScores);
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let updateParam = {
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winStreakNum, attack: newAttack, defense: newDefense, heroScores, score: score + addSumScore, hisScore: hisScore > score + addSumScore? hisScore: score + addSumScore
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}
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return { attackInfo, showHeroScores, addSumScore, newHeroScore: heroScores }
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return { attackInfo, showHeroScores, updateParam }
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}
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function calLineupScore(lineup: Attack|Defense, heroScores: HeroScore[]) {
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let score = 0;
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for(let { actorId } of lineup.heroes) {
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let hs = heroScores.find(cur => cur.hid == actorId);
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if(hs) {
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score += hs.score;
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}
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}
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let pLv = getPLvByScore(score);
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return {...lineup, score, pLv}
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}
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// 获取对手战报记录
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@@ -455,26 +466,41 @@ export async function generPVPOppRecInfo(isSuccess: boolean, curOpp: OppPlayer,
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let oppHeroRecords = new Array<HeroesRecord>();
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let oppRole = <PvpHistoryOppType>curOpp.oppDef;
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if (!oppRole) { console.error('opp role not found') }
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for (let { hid, damage, heal, underDamage } of oppHeroes) {
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let historyHero = oppRole.heroes.find(cur => cur.actorId == hid);
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for (let params of oppHeroes) {
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let historyHero = oppRole.heroes.find(cur => cur.actorId == params.hid);
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if (historyHero) {
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let hs = new HeroesRecord(historyHero, damage, heal, underDamage);
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let hs = new HeroesRecord();
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hs.setByPvpHeroInfo(historyHero, params);
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oppHeroRecords.push(hs);
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}
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}
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return {
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roleId: robotIdComBack(oppRole.oppRoleId),
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roleName: oppRole.roleName,
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lv: oppRole.pLv,
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head: oppRole.head,
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frame: oppRole.frame,
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spine: oppRole.spine,
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title: oppRole.title,
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ce: oppRole.defCe,
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heroes: oppHeroRecords,
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isSuccess: !isSuccess,
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score: 0
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let addSumScore = 0;
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if(!curOpp.isRobot && !isSuccess) {
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let pvpDefense = await PvpDefenseModel.findByRoleId(oppRole.roleId);
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if(pvpDefense && pvpDefense.defense) {
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let { attack, defense, heroScores, score } = pvpDefense;
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for(let { actorId } of defense.heroes) {
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let hs = heroScores.find(cur => cur.hid == actorId);
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if(hs) {
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hs.score += PVP.PVP_DEFENSE_SUCCESS_REWARD;
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} else {
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heroScores.push({ hid: actorId, score: PVP.PVP_DEFENSE_SUCCESS_REWARD })
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}
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addSumScore += PVP.PVP_DEFENSE_SUCCESS_REWARD;
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}
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let newAttack = <Attack>calLineupScore(attack, heroScores);
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let newDefense = <Defense>calLineupScore(defense, heroScores);
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await PvpDefenseModel.updateInfo(oppRole.roleId, { attack: newAttack, defense: newDefense, heroScores, score: score + addSumScore });
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}
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}
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let defenseInfo = new PvpRecordPlayerInfo();
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defenseInfo.setByHistoryOpp(oppRole, oppHeroRecords, !isSuccess, isSuccess ? 0 : addSumScore)
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return defenseInfo
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}
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/**
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