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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