🐞 fix(稷下学宫): 修复法阵影响血量, 修改圣物usecount影响法阵
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@@ -661,8 +661,9 @@ export async function checkCanReRandomReward(roleId: string, gameCode: string, r
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}
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export function getHolyCardIsUse(holy: { cardId: number, useCount: number }) {
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const { useCount = 0, cardId } = (holy || {});
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export function getHolyCardIsUse(holy: { cardId: number, useCount: number, cardCode:string}) {
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const { useCount = 0, cardId, cardCode } = (holy || {});
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if(!cardCode) return true;//法阵不存在cardCode
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if (!cardId) return;
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const holyCardData = gameData.rougeHolyCard.get(cardId)
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if (!holyCardData) return;
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@@ -45,18 +45,18 @@ async function calCircleCe(roleId: string, unlockedTech: number[], circles: Circ
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export async function updateEffectId(techData: RougelikeTechType) {
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let effectIds = getTechEffectIdsByData(techData);
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if(!compareNumberArray(effectIds, techData.effectIds||[])) {
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await RougelikeTechModel.updateEffectId(techData.roleId, effectIds);
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if (hasMaxHpUpdate(effectIds, techData.effectIds||[])) {
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const dbRecord = await RougelikeRecordModel.findByRoleIdAndStatus(techData.roleId, ROUGE_LIKE_STATUS.SUCCESS)
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if(dbRecord) await updateMaxHp(techData.roleId, dbRecord.gameCode, dbRecord.type, dbRecord.grade)
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}
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await RougelikeTechModel.updateEffectId(techData.roleId, effectIds);
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}
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}
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function hasMaxHpUpdate(effectIds: number[], oldEffectIds: number[]) {
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let newEffectIds: number[] = [];
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for(let effectId of effectIds) {
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if (oldEffectIds.includes(effectId)) newEffectIds.push(effectId);
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if (!oldEffectIds.includes(effectId)) newEffectIds.push(effectId);
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}
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for(let effectId of newEffectIds) {
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let dicRougeEffect = gameData.rougeEffect.get(effectId);
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