武将养成1
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@@ -22,7 +22,7 @@ export class HeroHandler {
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let {id, count} = msg;
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let result = await handleCost(this.channelService, roleId, sid, [{id, count}] );
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let result = await handleCost(roleId, sid, [{id, count}] );
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if(!result) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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@@ -3,12 +3,11 @@ import { EquipModel } from './../db/Equip';
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import { CounterModel } from './../db/Counter';
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import { decodeStr, resResult } from '../pubUtils/util';
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import { getGoodById } from '../pubUtils/gamedata';
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import Role, { RoleModel } from '../db/Role';
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import { RoleModel } from '../db/Role';
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import { setAp } from './actionPointService';
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import { ItemModel } from '../db/Item';
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import { ChannelService } from 'pinus';
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import { isRegExp } from 'util';
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import { STATUS } from '../consts/statusCode';
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import { pinus } from 'pinus';
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export async function handleFixedReward(roleId: string, roleName: string, rewardStr: string, multi: number) {
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let reward = decodeStr('fixReward', rewardStr);
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@@ -124,7 +123,7 @@ async function rewardCurrency (roleId: string, dicGood: any, data: {id:number,cn
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return goods;
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}
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export async function handleCost(channelService: ChannelService, roleId: string, sid: string, goods: Array<{id: number, count: number}>) {
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export async function handleCost(roleId: string, sid: string, goods: Array<{id: number, count: number}>) {
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// 检查道具数量
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let role, costGold = 0, costCoin = 0, items = new Array<{id: number, count: number}>(), ids = new Array<number>() ;
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for(let {id, count} of goods) {
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@@ -173,7 +172,7 @@ export async function handleCost(channelService: ChannelService, roleId: string,
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}
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let uids = [{uid: roleId, sid}];
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channelService.pushMessageByUids('onItemUpdate', resResult(STATUS.SUCCESS, {goods: resultGoods, gold, coin} ), uids);
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pinus.app.get('channelService').pushMessageByUids('onItemUpdate', resResult(STATUS.SUCCESS, {goods: resultGoods, gold, coin} ), uids);
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return true
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}
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@@ -111,9 +111,16 @@ export const STATUS = {
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// 秘境 20700 - 20799
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DUNGEON_REFRESH_TIMES_LACK: { code: 20701, simStr: '购买次数不足' },
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DUNGEON_TIMES_LACK: { code: 20701, simStr: '挑战次数不足' },
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// 养成相关状态 30000 - 39999
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HERO_JOB_REACH_MAX_STAGE: {code: 30001, simStr: '武将已达到最大的职业阶级'},
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HERO_JOB_STAGE_REACH_MAX_STAGE: {code: 30001, simStr: '武将已训练到最大阶段'},
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// 通用 30000 - 30099
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ROLE_INFO_NOT_FOUND: { code: 30000, simStr: '数据表未找到' },
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// 武将养成通用 30100 - 30199
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HERO_JOB_REACH_MAX_STAGE: {code: 30100, simStr: '武将已达到最大的职业阶级'},
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HERO_JOB_STAGE_REACH_MAX_STAGE: {code: 30101, simStr: '武将已训练到最大阶段'},
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// 武将合成,升级,升星,升品相关 30200 - 30299
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// 武将训练,好感度,羁绊,时装相关 30300 - 30399
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// 社交相关状态 40000 - 49999
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// 运营模块相关状态 50000 - 59999
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// GM后台相关状态 60000 - 69999
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@@ -134,8 +134,8 @@ function parseHeroSkill() {
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data.forEach(elem => {
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if (elem && elem.skillid) {
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const seidLvUpArr = new Array<number>();
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let skillArr = (elem.seid as string).split('&');
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let lvUpArr = (elem.selv_up as string).split('&');
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let skillArr = (elem.starSeid as string).split('&');
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let lvUpArr = (elem.starSkill as string).split('&');
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for(let i = 0;i < skillArr.length;i++){
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if(skillArr[i]==="") continue;
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