军团:军团接口名修改
This commit is contained in:
365
game-server/app/servers/guild/handler/guildTrainHandler.ts
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365
game-server/app/servers/guild/handler/guildTrainHandler.ts
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import { Application, BackendSession, HandlerService, } from 'pinus';
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import { resResult, genCode, getRandSingleEelm } from '../../../pubUtils/util';
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import { STATUS, TASK_TYPE } from '../../../consts';
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import { GuildTrainModel } from '../../../db/GuildTrain';
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import { BattleRecordModel } from '../../../db/BattleRecord';
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import { nowSeconds, getTimeFun, getZeroPoint } from '../../../pubUtils/timeUtil';
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import { getUserGuild, getGuildTrainInfo, unlockTrain, getGuildTrainRewards, getGuildTrainInstance, getTrainBoxRewardsResult } from '../../../services/guildTrainService';
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import { findIndex, findWhere } from 'underscore'
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import { lockData } from '../../../services/redLockService';
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import { GUILD_REPORT_NUM, GUILD_POINT_WAYS } from '../../../consts/constModules/guildConst';
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import { UserGuildModel } from '../../../db/UserGuild';
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import { GuildModel } from '../../../db/Guild';
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import { getArmyTrainJuDian, getTrainSoloReward, getTrainBaseByLv } from '../../../pubUtils/data';
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import { CURRENCY_BY_TYPE, CURRENCY_TYPE } from '../../../consts/constModules/itemConst';
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import { handleCost, addItems } from '../../../services/rewardService';
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import { ARMY } from '../../../pubUtils/dicParam';
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import { addActive } from '../../../services/guildService';
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import { GuildTrainReportModel } from '../../../db/GuildTrainReport';
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import { DATA_NAME } from '../../../consts/dataName';
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import { pushGuildTrainSucMsg } from '../../../services/chatService';
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import { checkActivityTask, checkTask } from '../../../services/taskService';
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import { sendPopUpActivityData } from '../../../services/guildActivityService';
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export default function (app: Application) {
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new HandlerService(app, {});
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return new GuildTrainHandler(app);
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}
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export class GuildTrainHandler {
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constructor(private app: Application) {
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}
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//获得试炼的详情
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async getTrainInstance(msg: {}, session: BackendSession) {
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const roleId: string = session.get('roleId');
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const serverId: number = parseInt(session.get('serverId'));
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let userGuild = await getUserGuild(roleId, serverId);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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let guild = await GuildModel.findGuild(code, serverId, 'trainId trainLv code');
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let result = await getGuildTrainInstance(roleId, guild, userGuild);
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return resResult(STATUS.SUCCESS, result);
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}
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//获得试炼战报
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async getTrainReports(msg: {}, session: BackendSession) {
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const roleId: string = session.get('roleId');
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const serverId: number = parseInt(session.get('serverId'));
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let userGuild = await getUserGuild(roleId, serverId);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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let trainIds = [];
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let { trainId } = await GuildModel.findGuild(code, serverId, 'trainId');
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trainIds.push(trainId);
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if (trainId > 1)
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trainIds.push(trainId - 1);
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let trainReports = await GuildTrainReportModel.findGuildTrainByTrainIds(code, trainIds);
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let reports = [];
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trainReports.map(({ reports: resReports, trainId: resTrainId }) => {
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if (resTrainId != trainId) {
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let lenNum = resReports.length;
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resReports = resReports.splice(lenNum - GUILD_REPORT_NUM - 1, GUILD_REPORT_NUM);//获得上场的战报的信息与本次战报合并
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}
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reports.push(...resReports);
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});
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return resResult(STATUS.SUCCESS, { reports });
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}
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//获得试炼宝箱
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async getTrainBoxs(msg: {}, session: BackendSession) {
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const roleId: string = session.get('roleId');
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const serverId: number = parseInt(session.get('serverId'));
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let userGuild = await getUserGuild(roleId, serverId);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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let resTrainBoxs = await getTrainBoxRewardsResult(code);
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return resResult(STATUS.SUCCESS, { trainBoxRewards: resTrainBoxs });
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}
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/**
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* 挑战练兵副本
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* @param msg
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* @param session
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*/
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async trainBattleStart(msg: { hid: number, trainId: number, difficulty: number }, session: BackendSession) {
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const { hid, difficulty, trainId } = msg;
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const roleId = session.get('roleId');
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const roleName = session.get('roleName');
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const serverId = parseInt(session.get('serverId'));
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let userGuild = await getUserGuild(roleId, serverId);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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if (userGuild.trainCount <= 0)
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return resResult(STATUS.GUILD_TRAIN_BATTLE_COUNT_NOT_ENOUGH);
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let { trainId: curTeainId } = await GuildModel.findGuild(code, serverId, 'trainId');
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if (curTeainId !== trainId)
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return resResult(STATUS.GUILD_TRAIN_LEVEL_IS_COMPLETE);
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let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId, 'trainId isComplete trainInstances');
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if (!guildTrain && guildTrain.isComplete)
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return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
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let { trainInstances } = getArmyTrainJuDian(trainId);
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let instance = findWhere(trainInstances, { hid });
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if (!instance)
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return resResult(STATUS.WRONG_PARMS);
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let trainInstance = findWhere(guildTrain.trainInstances, { hid });
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if (!trainInstance)
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return resResult(STATUS.WRONG_PARMS);
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if (trainInstance.progress >= instance.progress) {
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return resResult(STATUS.GUILD_TRAIN_IS_COMPLETE);
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}
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const battleCode = genCode(8); // 关卡唯一值
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await BattleRecordModel.updateBattleRecordByCode(battleCode, {
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$set: {
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roleId, roleName, battleId: instance.warId,
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status: 0,
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record: { heroes: [], trainId, hid, guildCode: code, difficulty },
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}
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}, true);
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return resResult(STATUS.SUCCESS, { battleCode });
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}
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/**
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* 战斗结算
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* @param msg
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* @param session
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*/
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async trainBattleEnd(msg: { battleCode: string, isSuccess: boolean }, session: BackendSession) {
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const { battleCode, isSuccess } = msg;
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const roleId: string = session.get('roleId');
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const serverId: number = parseInt(session.get('serverId'));
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const roleName: string = session.get('roleName');
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const sid: string = session.get('sid');
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const funcs: number[] = session.get('funcs');
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let userGuild = await getUserGuild(roleId, serverId);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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const battleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode, true);
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if (!battleRecord || battleRecord.status != 0 || roleId != battleRecord.roleId || battleRecord.record.guildCode != code) {
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return resResult(STATUS.WRONG_PARMS);
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}
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let time = Math.floor(battleRecord.createdAt.getTime() / 1000);
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if (userGuild.trainCount - 1 < 0) {
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return resResult(STATUS.WRONG_PARMS);
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}
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let todayRef = <number>getTimeFun().getTimeWithHour(); // 今天的5点
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if (time < todayRef && nowSeconds() > todayRef) {
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return resResult(STATUS.GUILD_TRAIN_IS_RESETED);//重置前进入战斗,重置后回调该接口
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}
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if (time > getZeroPoint()) { // 刷新时间,如果是4点算前一天的5点
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userGuild = await UserGuildModel.updateInfo(roleId, {}, { trainCount: -1 });//扣除一次挑战次数
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}
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await BattleRecordModel.updateBattleRecordByCode(battleCode, {
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$set: { status: isSuccess ? 1 : 2 }
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}, true);//设置战斗状态
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let trainId = battleRecord.record.trainId;
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let hid = battleRecord.record.hid;
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let res: any = await lockData(serverId, DATA_NAME.TRAIN, code + '_' + trainId);//加锁
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if (!!res.err)
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return resResult(STATUS.REDLOCK_ERR);
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let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
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if (!guildTrain) {
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res.releaseCallback();//解锁
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return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
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}
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let trainInstance = findWhere(guildTrain.trainInstances, { hid });
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if (!trainInstance) {
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res.releaseCallback();//解锁
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return resResult(STATUS.WRONG_PARMS);
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}
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let { trainInstances, soloRewardRatio } = getArmyTrainJuDian(trainId);
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let instance = findWhere(trainInstances, { hid });
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if (!instance) {//校验是否存在该关卡
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res.releaseCallback();//解锁
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return resResult(STATUS.WRONG_PARMS);
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}
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let trainSoloReward = getTrainSoloReward(battleRecord.record.difficulty);
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if (!trainSoloReward) {//获得个人奖励信息
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res.releaseCallback();//解锁
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return resResult(STATUS.WRONG_PARMS);
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}
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let addScore = Math.floor((isSuccess ? trainSoloReward.winScore : trainSoloReward.failScore));//个人获得积分,也是压制进度
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//个人功勋奖励
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let goods = await addItems(roleId, roleName, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.HONOUR), count: Math.floor((isSuccess ? trainSoloReward.winHonour : trainSoloReward.failHonour) * (soloRewardRatio + 100) / 100) }]);
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let { isComplete, ranks } = guildTrain;
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let reports = [];
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let index = findIndex(ranks, { roleId });
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if (index !== -1) {
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ranks[index].score += addScore;//更新原有的排名信息
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} else {
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ranks.push({ score: addScore, roleId });//新增排名
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}
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let needLockNext = false;
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let report = { roleName, trainId, hid, score: addScore, time: nowSeconds(), type: isSuccess ? 2 : 1, difficulty: battleRecord.record.difficulty };//type 1:失败, 2:成功,3:表示系统战报即:被成功压制
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reports.push(report);
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if (trainInstance.progress < instance.progress) {
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if (trainInstance.progress + addScore >= instance.progress) {
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//压制成功
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if (!isComplete) {
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isComplete = true;
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guildTrain.trainInstances.forEach(({ hid: otherHid, progress }) => {
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if (hid != otherHid && progress != instance.progress) {
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isComplete = false;
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}
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});
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if (isComplete) { //解锁下一关
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needLockNext = true;
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}
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}
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let progress = instance.progress;
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guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete);
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//type 1:失败, 2:成功,3:表示系统战报即:被成功压制
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reports.push({ type: 3, time: nowSeconds(), score: addScore, roleName, trainId, hid, difficulty: battleRecord.record.difficulty });
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pushGuildTrainSucMsg(roleId, roleName, code, hid);
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if (needLockNext) {
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guildTrain = await unlockTrain(code, trainId + 1);
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}
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res.releaseCallback();//解锁
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} else {
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//压制失败,更新排行榜进度等信息
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let progress = trainInstance.progress + addScore;
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guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete);
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res.releaseCallback();//解锁
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}
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} else {
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//玩家结算前已经完成进度,修改玩家的排名
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guildTrain = await GuildTrainModel.updateGuildTrain(code, trainId, { ranks });
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res.releaseCallback();//解锁
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}
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if (isComplete) {//解锁下一关,弹出礼包 // 1 true true 6Sjkgp(trainId, isComplete, needLockNext, code)
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let pushMessage = await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.GUILD_TRAIN_COUNT, 1, { trainId, code })
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await sendPopUpActivityData(code, serverId, pushMessage);
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}
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await GuildTrainReportModel.pushGuildTrainReports(code, trainId, reports);//增加战报
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let { trainCount, trainRewards } = userGuild;
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let result: any = getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards);//战斗后更新练兵场信息
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result.battleGoods = goods;
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await addActive(roleId, serverId, GUILD_POINT_WAYS.TRAIN);
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// 任务
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if (isSuccess) {
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await checkTask(roleId, sid, funcs, TASK_TYPE.GUILD_TRAIN_SUCESS, 1, true, {});
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}
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await checkTask(roleId, sid, funcs, TASK_TYPE.GUILD_TRAIN, 1, true, {});
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//成长任务
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await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.GUILD_TRAIN, 1)
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return resResult(STATUS.SUCCESS, result);
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}
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/**
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* 领取练兵场宝箱 hid:副本id,index:领取位置
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* @param msg
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* @param session
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*/
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async getTrainInstanceBox(msg: { trainId: number, hid: number, index: number }, session: BackendSession) {
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let { trainId, hid, index } = msg;
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const roleId: string = session.get('roleId');
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const serverId: number = parseInt(session.get('serverId'));
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const roleName: string = session.get('roleName');
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const sid = session.get('sid');
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let userGuild = await getUserGuild(roleId, serverId);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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let { trainLv } = await GuildModel.findGuild(code, serverId, 'trainLv');
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let res: any = await lockData(serverId, DATA_NAME.TRAIN_BOX, code + '_' + trainId + '_' + index);//加锁
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if (!!res.err)
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return resResult(STATUS.REDLOCK_ERR);
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let { shilianRewardRatio } = getTrainBaseByLv(trainLv);
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let { heroRewards, trainInstances } = getArmyTrainJuDian(trainId);
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let { progress } = findWhere(trainInstances, { hid });
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console.log('progress = ' + progress);
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let guildTrain = await GuildTrainModel.findTrainInstanceBoxByIndex(code, trainId, hid, progress);
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if (!guildTrain) {
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res.releaseCallback();//解锁
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return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
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}
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let trainInstance = findWhere(guildTrain.trainInstances, { hid });
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if (trainInstance.endTime < nowSeconds()) {
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//宝箱失效
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res.releaseCallback();//解锁
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return resResult(STATUS.GUILD_TRAIN_BOX_IS_OVER_TIME);
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}
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let trainBox = findWhere(trainInstance.trainBoxs, { index })
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if (!!trainBox) {
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res.releaseCallback();//解锁
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return resResult(STATUS.GUILD_TRAIN_BOX_INDEX_IS_GOT);
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}
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trainBox = findWhere(trainInstance.trainBoxs, { roleId })
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if (!!trainBox) {
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res.releaseCallback();//解锁
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return resResult(STATUS.GUILD_TRAIN_BOX_IS_GOT);
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}
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let good = getRandSingleEelm(heroRewards);
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good.count = Math.floor((100 + shilianRewardRatio) * good.count / 100);
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let goods = await addItems(roleId, roleName, sid, [good]);
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let resGuildTrain = await GuildTrainModel.receiveBoxByIndex(code, roleId, trainId, hid, index, good);
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res.releaseCallback();//解锁
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if (!resGuildTrain) {
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return resResult(STATUS.GUILD_GET_TRAIN_BOX_FAIL);
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}
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let result: any = getGuildTrainRewards(resGuildTrain);
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result.goods = goods;
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return resResult(STATUS.SUCCESS, result);
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}
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/**
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* 领取练兵试炼等级奖励
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* @param msg
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* @param session
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*/
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async getTrainLvUpRewards(msg: { trainId: number }, session: BackendSession) {
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let { trainId } = msg;
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const roleId: string = session.get('roleId');
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const roleName: string = session.get('roleName');
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const sid: string = session.get('sid');
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const serverId: number = parseInt(session.get('serverId'));
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let userGuild = await getUserGuild(roleId, serverId);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
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if (!guildTrain || !guildTrain.isComplete)
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return resResult(STATUS.GUILD_TRAIN_IS_NOT_COMPLETE);
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let { jinjieReward } = getArmyTrainJuDian(trainId);
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if (userGuild.trainRewards.indexOf(trainId) != -1)
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return resResult(STATUS.GUILD_TRAIN_QUALITY_REWARD_IS_GOT);
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userGuild = await UserGuildModel.receiveTrainRewards(roleId, trainId);
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if (!userGuild) {
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return resResult(STATUS.INTERNAL_ERR);
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}
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let goods = await addItems(roleId, roleName, sid, jinjieReward);
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let { trainRewards } = userGuild;
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return resResult(STATUS.SUCCESS, { trainRewards, goods });
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}
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//购买挑战次数
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async purchaseTrainCount(msg: { count: number }, session: BackendSession) {
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let { count } = msg;
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const roleId: string = session.get('roleId');
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const serverId: number = parseInt(session.get('serverId'));
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const sid: string = session.get('sid');
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let userGuild = await getUserGuild(roleId, serverId);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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if (userGuild.buyTrainCount >= ARMY.ARMY_TRAIN_BUYTIMES)
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return resResult(STATUS.GUILD_BUY_TRAIN_COUNT_REACH_MAX);
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let result = await handleCost(roleId, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count: ARMY.ARMY_TRAIN_TIMESCOST }]);
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if (!result)
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return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let { trainCount, buyTrainCount } = await UserGuildModel.addTrainCount(roleId, count);
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return resResult(STATUS.SUCCESS, { trainCount, buyTrainCount });
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}
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}
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