fix 修复远征当前血量和最大血量无法匹配bug
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@@ -193,6 +193,7 @@ export async function calcuHangUpReward(roleId: string, speedUp = false, speedUp
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}
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async function checkCond(roleId: string, heroes, type: number, param: number, cnt: number) {
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let heroCnt = 0;
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switch (type) {
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@@ -217,7 +218,7 @@ async function checkCond(roleId: string, heroes, type: number, param: number, cn
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for(let seqId of heroes) {
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let {hid} = await HeroModel.findBySeqIdAndRole(seqId, roleId);
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const hInfo = getHeroInfoById(hid);
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if (getJobInfoById(hInfo.jobid) === param) {
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if (getJobInfoById(hInfo.jobid).job_class === param) {
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heroCnt++;
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}
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}
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@@ -41,6 +41,23 @@ export async function findOrCreateEnemies(roleId: string, myCe: number, expediti
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}
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}
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}
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// 处理当前血量
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let {enemiesCurHpAp, enemies} = expeditionWarRecord;
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for(let enemy of enemies) {
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let cur = {"hp": 0, "ap": 0};
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console.log(enemiesCurHpAp)
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let getHp = enemiesCurHpAp && enemiesCurHpAp.find(cur => cur.dataId == enemy.dataId);
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if(getHp) {
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cur.hp = getHp.hp;
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cur.ap = getHp.ap;
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} else {
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cur.hp = enemy.attribute.hp;
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cur.ap = 0;
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}
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enemy["cur"] = cur;
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}
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return expeditionWarRecord;
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}
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@@ -45,9 +45,9 @@ export class WarReward {
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let last = str.substr(str.length-1, 1);
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if(last == '&') str = str.substr(0, str.length - 1);
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if(str.length) {
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this.fixReward += '|' + reward;
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this.fixReward = str + '|' + reward;
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} else {
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this.fixReward += reward;
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this.fixReward = str + reward;
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}
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}
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@@ -56,9 +56,9 @@ export class WarReward {
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let last = str.substr(str.length-1, 1);
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if(last == '&') str = str.substr(0, str.length - 1);
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if(str.length) {
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this.conditionReward += reward;
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this.conditionReward = str + '|' + reward;
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} else {
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this.conditionReward += '|' + reward;
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this.conditionReward = str + reward;
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}
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}
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@@ -67,9 +67,9 @@ export class WarReward {
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let last = str.substr(str.length-1, 1);
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if(last == '&') str = str.substr(0, str.length - 1);
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if(str.length) {
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this.randomReward += reward;
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this.randomReward = str + '|' + reward;
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} else {
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this.randomReward += '|' + reward;
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this.randomReward = str + reward;
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}
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}
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@@ -127,6 +127,7 @@ export class WarReward {
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// let warType = this.warInfo.warType;
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if(this.isSuccess) { // 成功了才给固定奖励
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console.log(this.fixReward)
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if(this.fixReward) this.handleFixReward(num, this.fixReward);
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if(this.conditionReward) this.handleConditionReward(num, this.conditionReward);
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if(this.randomReward) await this.handleRandomReward(num, this.randomReward);
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