From 223e14a28de86224bf7accfaf9af133b83742bb3 Mon Sep 17 00:00:00 2001 From: luying Date: Tue, 10 Jan 2023 11:51:08 +0800 Subject: [PATCH] =?UTF-8?q?=F0=9F=90=9E=20fix(=E5=AE=9D=E7=89=A9):=20?= =?UTF-8?q?=E8=AF=8D=E6=9D=A1=E7=AD=96=E5=88=92=E7=A1=AE=E8=AE=A4=E4=B8=8D?= =?UTF-8?q?=E4=BC=9A=E5=81=9A=E6=88=98=E5=9C=BA=E5=A4=96=E9=9D=A2=E6=9D=BF?= =?UTF-8?q?=E6=93=8D=E4=BD=9C=E6=95=85=E5=88=A0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- game-server/app/services/playerCeService.ts | 8 ++-- game-server/app/services/role/calCe.ts | 47 +++++++++++---------- 2 files changed, 28 insertions(+), 27 deletions(-) diff --git a/game-server/app/services/playerCeService.ts b/game-server/app/services/playerCeService.ts index abea54d95..0a9ec57ce 100644 --- a/game-server/app/services/playerCeService.ts +++ b/game-server/app/services/playerCeService.ts @@ -146,7 +146,7 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve } calCe.setEquipSuit(hid, skinId, ePlace); calCe.setTalent(hid, skins); - if(artifact) calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId); + // if(artifact) calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId); } break; } @@ -365,7 +365,7 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve for(let [hid ] of heroUpdates) { calCe.setPutArtifact(hid, skinId, job, artifact); 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}`); } break; @@ -394,7 +394,7 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve if(!artifact) break; for(let [hid ] of heroUpdates) { 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}`); } break; @@ -406,7 +406,7 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve for(let [hid ] of heroUpdates) { calCe.setArtifactLv(hid, artifact.artifactId, artifact.lv); 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}`); } break; diff --git a/game-server/app/services/role/calCe.ts b/game-server/app/services/role/calCe.ts index 3e37a0e0b..0b296a289 100644 --- a/game-server/app/services/role/calCe.ts +++ b/game-server/app/services/role/calCe.ts @@ -528,7 +528,7 @@ export class CalCe { if(artifact) { this.setArtifactLv(hid, artifact.artifactId, artifact.lv); this.setArtifactQuality(hid, artifact.artifactId); - this.setArtifactSeid(hid, skinId, job, artifact.lv); + // this.setArtifactSeid(hid, skinId, job, artifact.lv); } } @@ -566,31 +566,32 @@ export class CalCe { } } - // 宝物词条 - public setArtifactSeid(hid: number, skinId: number, job: number, artifactId: number) { - this.data.clearHeroAttrByHid(hid, 'artifactSeid'); + // 宝物词条不涉及战场外面板 + // // 宝物词条 + // public setArtifactSeid(hid: number, skinId: number, job: number, artifactId: number) { + // this.data.clearHeroAttrByHid(hid, 'artifactSeid'); - let dicArtifact = gameData.artifact.get(artifactId); - if(!dicArtifact) return; - let dicJob = gameData.job.get(job); - if(!dicJob) return; + // let dicArtifact = gameData.artifact.get(artifactId); + // if(!dicArtifact) return; + // let dicJob = gameData.job.get(job); + // if(!dicJob) return; - let seids: number[] = []; // id, seids - for(let seid of dicArtifact.seids) { - let dicArtifactSeid = gameData.artifactSeid.get(seid); - if(!dicArtifactSeid) continue; - if(dicArtifactSeid.jobClass != 0 && dicArtifactSeid.jobClass != dicJob.job_class) continue; - if(dicArtifactSeid.hid != 0 && dicArtifactSeid.hid != skinId) continue; - if(dicArtifactSeid.quality > dicArtifact.quality) continue; - seids.push(dicArtifactSeid.seid); - } + // let seids: number[] = []; // id, seids + // for(let seid of dicArtifact.seids) { + // let dicArtifactSeid = gameData.artifactSeid.get(seid); + // if(!dicArtifactSeid) continue; + // if(dicArtifactSeid.jobClass != 0 && dicArtifactSeid.jobClass != dicJob.job_class) continue; + // if(dicArtifactSeid.hid != 0 && dicArtifactSeid.hid != skinId) continue; + // if(dicArtifactSeid.quality > dicArtifact.quality) continue; + // seids.push(dicArtifactSeid.seid); + // } - let { ratioUp } = this.addSeidEffect(seids); - for(let [attrId, val] of ratioUp) { - let heroAttr = this.data.getHeroAttrByHidAndId(hid, attrId); - heroAttr.artifactSeid = val; - } - } + // let { ratioUp } = this.addSeidEffect(seids); + // for(let [attrId, val] of ratioUp) { + // let heroAttr = this.data.getHeroAttrByHidAndId(hid, attrId); + // heroAttr.artifactSeid = val; + // } + // } // 添加技能增加的被动属性 private addSeidEffect(seidList: number[]) {