关卡添加消耗品结算,奇遇的坐标改为点id
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@@ -11,6 +11,7 @@ import { getAp, setAp } from '../../../services/actionPointService';
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import { setBattleStatus, startEvent } from '../../../services/eventSercive';
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import { STATUS } from '../../../consts/statusCode';
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import { resResult } from '../../../pubUtils/util';
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import { HeroModel } from '../../../db/Hero';
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export default function(app: Application) {
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return new NormalBattleHandler(app);
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@@ -101,7 +102,6 @@ export class NormalBattleHandler {
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// 关卡结算,记录使用的武将,获得奖励
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async battleEnd(msg: {battleCode: string, battleId: number, isSuccess: boolean, star: number, heroes: Array<any>, }, session: BackendSession) {
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const { battleCode, battleId, isSuccess, heroes, star } = msg;
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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@@ -181,6 +181,12 @@ export class NormalBattleHandler {
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}, true);
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let { status } = updateResult;
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let curHeroes = [];
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for(let hid of heroes) {
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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curHeroes.push(hero);
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}
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// 主线关卡某个关卡触发事件开启
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let eventStatus = session.get('eventStatus')||0;
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if(battleId == EVENT_START_BATTLE && eventStatus == 0) {
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@@ -194,7 +200,29 @@ export class NormalBattleHandler {
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battleCode, battleId, status, towerStatus,
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goods: reward, towerBonus, towerReward,
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apJson,
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dailyNum
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dailyNum,
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kingExp: warInfo.kingExp,
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heroes: curHeroes,
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actordata: [
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{
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lv : 20,
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exp : 700,
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getExp : 1300,
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mostExp : 2000
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},
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{
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lv : 21,
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exp : 0,
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getExp : 3000,
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mostExp : 3000
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},
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{
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lv : 22,
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exp : 0,
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getExp : 700,
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mostExp : 4000,
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}
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]
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});
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}
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@@ -129,14 +129,14 @@ export async function refreshEvent(num: number, roleId: string, roleName: string
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let index = Math.floor(Math.random() * randomList.length);
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let dic = randomList[index];
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let position = randomPosition(dic.position);
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let point = randomPosition(dic.movePointArray);
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let question = dic.eventType == EVENT_TYPE.QUIZ?randomQuestion(EVENT_QUIZ_NUM): undefined;
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let eventCode = genCode(8);
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let data = await EventRecordModel.saveEventRecord(eventCode, {
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roleId, refTime: t, eventId: dic.eventID,
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roleName, turn, type: dic.eventType, battleId: dic.warId||0, quality: dic.quality,
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status: EVENT_RECORD_STATUS.WAITING,
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position, question
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point, question
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});
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event.push(data);
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randomList.splice(index, 1);
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@@ -148,14 +148,14 @@ export async function refreshEvent(num: number, roleId: string, roleName: string
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let {dic} = getRandomWithWeight(randomList);
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console.log(JSON.stringify(dic))
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// if(!dic) break;
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let position = randomPosition(dic.position);
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let point = randomPosition(dic.movePointArray);
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let eventCode = genCode(8);
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let question = dic.eventType == EVENT_TYPE.QUIZ?randomQuestion(EVENT_QUIZ_NUM): [];
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let data = await EventRecordModel.saveEventRecord(eventCode, {
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roleId, refTime: t, eventId: dic.eventID,
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roleName, type: dic.eventType, battleId: dic.warId||0, quality: dic.quality,
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status: EVENT_RECORD_STATUS.WAITING,
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position, question
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point, question
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});
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event.push(data)
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}
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@@ -165,7 +165,7 @@ export async function refreshEvent(num: number, roleId: string, roleName: string
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}
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function randomPosition(positionStr: string) {
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let positionArr = decodeStr('position', positionStr);
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let positionArr = decodeStr('point', positionStr, '&');
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let index = Math.floor(Math.random() * positionArr.length);
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return positionArr[index]
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}
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@@ -1,5 +1,7 @@
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import { GOOD_TYPE } from './../consts/consts';
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import { EquipModel } from './../db/Equip';
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import { ItemModel } from './../db/Item';
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import { ScriptItemModel } from './../db/ScriptItem';
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import { CounterModel } from './../db/Counter';
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import { decodeStr } from '../pubUtils/util';
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import { getGoodById } from '../pubUtils/gamedata';
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@@ -18,11 +20,20 @@ export async function handleReward(roleId: string, roleName: string, rewards: Ar
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let returnGoods = new Array();
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for(let goods of rewards) {
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let goodInfo = getGoodById(goods.gid);
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let result = new Array<any>()
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if(goodInfo.goodType == GOOD_TYPE.EQUIP) { // 装备
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let result = await rewardWeapons(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count });
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for(let obj of result) {
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returnGoods.push({dropType: goods.type, times: goods.times, ...obj})
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}
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result = await rewardWeapons(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count });
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} else if(goodInfo.goodType == GOOD_TYPE.ITEM) { // 消耗品
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result = await rewardItems(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count });
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} else if(goodInfo.goodType == GOOD_TYPE.SCRIPT_ITEM) { // 剧情物品
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result = await rewardScriptItems(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count });
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} else if (goodInfo.goodType == GOOD_TYPE.HERO_SOUL) { // 武将碎片
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} else { // 货币
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}
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for(let obj of result) {
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returnGoods.push({dropType: goods.type, times: goods.times, ...obj})
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}
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}
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return returnGoods;
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@@ -48,4 +59,62 @@ async function rewardWeapons (roleId: string, roleName: string, dicGood: any, w
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weaponsData.push(equip);
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}
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return weaponsData;
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}
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// 消耗品
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async function rewardItems (roleId: string, roleName: string, dicGood: any, data: {id:number,cnt:number }) {
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let goods = new Array();
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let itemcount = data.cnt;
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let itemid = data.id;
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let item = await ItemModel.findbyItemid(itemid, roleId);
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if(item) {
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let result = await ItemModel.changeItemCount(item.seqId, itemcount);
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goods.push(result);
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} else {
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const seqId = await CounterModel.getNewCounter('itemid')||-1;
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const itemInfo = {
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roleId,
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roleName: roleName,
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itemid,
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itemName: dicGood.name,
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seqId,
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count: itemcount,
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type: dicGood.goodType
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}
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let result = await ItemModel.createItem(itemInfo);
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goods.push(result);
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}
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return goods;
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}
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// 剧情道具
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async function rewardScriptItems (roleId: string, roleName: string, dicGood: any, data: {id:number,cnt:number }) {
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let goods = [];
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let itemcount = data.cnt;
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let itemid = data.id;
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let item = await ScriptItemModel.findbyItemid(itemid, roleId);
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if(item) {
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let result = await ScriptItemModel.changeItemCount(item.seqId, itemcount);
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goods.push(result);
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} else {
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const seqId = await CounterModel.getNewCounter('scriptitemid')||-1;
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const itemInfo = {
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roleId,
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roleName: roleName,
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itemid,
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itemName: dicGood.name,
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seqId,
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count: itemcount,
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type: dicGood.goodType
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}
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let result = await ScriptItemModel.createItem(itemInfo);
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goods.push(result);
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}
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return goods;
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}
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@@ -97,7 +97,6 @@ export class WarReward {
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this.handleConditionReward(num);
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await this.handleRandomReward(num);
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console.log(this.rewards)
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let returnGoods = await handleReward(this.roleId, this.roleName, this.rewards);
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return returnGoods;
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}
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