Revert "🐞 fix(宝物): 词条策划确认不会做战场外面板操作故删"

This reverts commit 223e14a28d.
This commit is contained in:
luying
2023-01-11 16:23:47 +08:00
parent fa25d8acab
commit 10653ed8f9
2 changed files with 27 additions and 28 deletions
+4 -4
View File
@@ -146,7 +146,7 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
} }
calCe.setEquipSuit(hid, skinId, ePlace); calCe.setEquipSuit(hid, skinId, ePlace);
calCe.setTalent(hid, skins); calCe.setTalent(hid, skins);
// if(artifact) calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId); if(artifact) calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId);
} }
break; break;
} }
@@ -365,7 +365,7 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
for(let [hid ] of heroUpdates) { for(let [hid ] of heroUpdates) {
calCe.setPutArtifact(hid, skinId, job, artifact); calCe.setPutArtifact(hid, skinId, job, artifact);
calCe.setArtifactQuality(hid, artifact.artifactId); calCe.setArtifactQuality(hid, artifact.artifactId);
// calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId); calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId);
ceChangeTxt.push(`武将 ${hid} 装备宝物 ${artifact.artifactId}`); ceChangeTxt.push(`武将 ${hid} 装备宝物 ${artifact.artifactId}`);
} }
break; break;
@@ -394,7 +394,7 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
if(!artifact) break; if(!artifact) break;
for(let [hid ] of heroUpdates) { for(let [hid ] of heroUpdates) {
calCe.setArtifactQuality(hid, artifact.artifactId); calCe.setArtifactQuality(hid, artifact.artifactId);
// calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId); calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId);
ceChangeTxt.push(`武将 ${hid} 装备的宝物 ${artifact.seqId} 升至 ${artifact.artifactId}`); ceChangeTxt.push(`武将 ${hid} 装备的宝物 ${artifact.seqId} 升至 ${artifact.artifactId}`);
} }
break; break;
@@ -406,7 +406,7 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
for(let [hid ] of heroUpdates) { for(let [hid ] of heroUpdates) {
calCe.setArtifactLv(hid, artifact.artifactId, artifact.lv); calCe.setArtifactLv(hid, artifact.artifactId, artifact.lv);
calCe.setArtifactQuality(hid, artifact.artifactId); calCe.setArtifactQuality(hid, artifact.artifactId);
// calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId); calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId);
ceChangeTxt.push(`武将 ${hid} 装备的宝物 ${artifact.seqId} 转换至 ${artifact.artifactId}`); ceChangeTxt.push(`武将 ${hid} 装备的宝物 ${artifact.seqId} 转换至 ${artifact.artifactId}`);
} }
break; break;
+23 -24
View File
@@ -528,7 +528,7 @@ export class CalCe {
if(artifact) { if(artifact) {
this.setArtifactLv(hid, artifact.artifactId, artifact.lv); this.setArtifactLv(hid, artifact.artifactId, artifact.lv);
this.setArtifactQuality(hid, artifact.artifactId); this.setArtifactQuality(hid, artifact.artifactId);
// this.setArtifactSeid(hid, skinId, job, artifact.lv); this.setArtifactSeid(hid, skinId, job, artifact.lv);
} }
} }
@@ -566,32 +566,31 @@ export class CalCe {
} }
} }
// 宝物词条不涉及战场外面板 // 宝物词条
// // 宝物词条 public setArtifactSeid(hid: number, skinId: number, job: number, artifactId: number) {
// public setArtifactSeid(hid: number, skinId: number, job: number, artifactId: number) { this.data.clearHeroAttrByHid(hid, 'artifactSeid');
// this.data.clearHeroAttrByHid(hid, 'artifactSeid');
// let dicArtifact = gameData.artifact.get(artifactId); let dicArtifact = gameData.artifact.get(artifactId);
// if(!dicArtifact) return; if(!dicArtifact) return;
// let dicJob = gameData.job.get(job); let dicJob = gameData.job.get(job);
// if(!dicJob) return; if(!dicJob) return;
// let seids: number[] = []; // id, seids let seids: number[] = []; // id, seids
// for(let seid of dicArtifact.seids) { for(let seid of dicArtifact.seids) {
// let dicArtifactSeid = gameData.artifactSeid.get(seid); let dicArtifactSeid = gameData.artifactSeid.get(seid);
// if(!dicArtifactSeid) continue; if(!dicArtifactSeid) continue;
// if(dicArtifactSeid.jobClass != 0 && dicArtifactSeid.jobClass != dicJob.job_class) continue; if(dicArtifactSeid.jobClass != 0 && dicArtifactSeid.jobClass != dicJob.job_class) continue;
// if(dicArtifactSeid.hid != 0 && dicArtifactSeid.hid != skinId) continue; if(dicArtifactSeid.hid != 0 && dicArtifactSeid.hid != skinId) continue;
// if(dicArtifactSeid.quality > dicArtifact.quality) continue; if(dicArtifactSeid.quality > dicArtifact.quality) continue;
// seids.push(dicArtifactSeid.seid); seids.push(dicArtifactSeid.seid);
// } }
// let { ratioUp } = this.addSeidEffect(seids); let { ratioUp } = this.addSeidEffect(seids);
// for(let [attrId, val] of ratioUp) { for(let [attrId, val] of ratioUp) {
// let heroAttr = this.data.getHeroAttrByHidAndId(hid, attrId); let heroAttr = this.data.getHeroAttrByHidAndId(hid, attrId);
// heroAttr.artifactSeid = val; heroAttr.artifactSeid = val;
// } }
// } }
// 添加技能增加的被动属性 // 添加技能增加的被动属性
private addSeidEffect(seidList: number[]) { private addSeidEffect(seidList: number[]) {