体力:修改体力逻辑
This commit is contained in:
@@ -549,8 +549,8 @@ export class ComBattleHandler {
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let warInfo = getWarByBlueprtId(blueprtId);
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if (!warInfo) return resResult(STATUS.BATTLE_MISS_INFO);
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const now = Date.now(); // 当前时间戳
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let apJson = await setAp(now, roleId, sid, funcs, -1 * warInfo.cost); // 扣除体力
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let role = await RoleModel.findByRoleId(roleId, 'lv');
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let apJson = await setAp(roleId, role.lv, -1 * warInfo.cost, sid, funcs); // 扣除体力
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if(!apJson) {
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return resResult(STATUS.BATTLE_ACTION_POINT_LACK);
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}
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@@ -123,7 +123,8 @@ export class ExpeditionBattleHandler {
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return resResult(STATUS.BATTLE_MISS_INFO);
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}
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let apJson = await getAp(Date.now(), roleId);
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let role = await RoleModel.findByRoleId(roleId, 'lv');
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let apJson = await getAp(roleId, role.lv);
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let { ap } = apJson;
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if (ap < warInfo.cost) {
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return resResult(STATUS.BATTLE_ACTION_POINT_LACK);
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@@ -165,8 +166,7 @@ export class ExpeditionBattleHandler {
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expeditionId,
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battleId,
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battleCode,
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battleStatus: result.battleStatus,
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apJson
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battleStatus: result.battleStatus
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});
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}
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@@ -202,8 +202,8 @@ export class ExpeditionBattleHandler {
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return resResult(STATUS.BATTLE_INFO_VALIDATE_ERR);
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}
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const now = Date.now(); // 当前时间戳
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let apJson = await setAp(now, roleId, sid, funcs, -1 * warInfo.cost); // 扣除体力
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let role = await RoleModel.findByRoleId(roleId, 'lv');
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let apJson = await setAp(roleId, role.lv, -1 * warInfo.cost, sid, funcs); // 扣除体力
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if (!apJson) {
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return resResult(STATUS.BATTLE_ACTION_POINT_LACK);
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}
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@@ -224,7 +224,7 @@ export class ExpeditionBattleHandler {
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$set: { status: isSuccess ? 1 : 2, star }
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}, true);
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// 更新点数
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let role = await RoleModel.increaseExpeditionPoint(roleId, isSuccess ? EXPEDITION_CONST.INCREASE_POINT : 0);
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role = await RoleModel.increaseExpeditionPoint(roleId, isSuccess ? EXPEDITION_CONST.INCREASE_POINT : 0);
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let { expeditionPoint = 0 } = role;
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// 关卡奖励
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@@ -243,7 +243,6 @@ export class ExpeditionBattleHandler {
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battleCode, battleId,
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battleStatus: expeditionWarRecord.battleStatus,
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battleGoods: reward,
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apJson,
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expeditionPoint,
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...actordata
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});
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@@ -42,7 +42,8 @@ export class NormalBattleHandler {
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if (!warInfo) {
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return resResult(STATUS.BATTLE_MISS_INFO);
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}
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let apJson = await getAp(Date.now(), roleId);
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let role = await RoleModel.findByRoleId(roleId, 'lv');
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let apJson = await getAp(roleId, role.lv);
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let { ap } = apJson;
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if (ap < warInfo.cost) {
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return resResult(STATUS.BATTLE_ACTION_POINT_LACK);
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@@ -104,7 +105,7 @@ export class NormalBattleHandler {
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return resResult(STATUS.SUCCESS, {
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battleId, battleCode, status, apJson, dailyNum, towerData, dungeonNum
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battleId, battleCode, status, dailyNum, towerData, dungeonNum
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});
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}
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@@ -153,8 +154,8 @@ export class NormalBattleHandler {
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return resResult(STATUS.BATTLE_INFO_VALIDATE_ERR);
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}
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const now = Date.now(); // 当前时间戳
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let apJson = await setAp(now, roleId, sid, funcs, -1 * warInfo.cost); // 扣除体力
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let role = await RoleModel.findByRoleId(roleId, 'lv');
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let apJson = await setAp(roleId, role.lv, -1 * warInfo.cost, sid, funcs); // 扣除体力
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if (!apJson) {
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return resResult(STATUS.BATTLE_ACTION_POINT_LACK);
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}
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@@ -263,7 +264,6 @@ export class NormalBattleHandler {
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return resResult(STATUS.SUCCESS, {
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battleCode, battleId, status,
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battleGoods: reward,
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apJson,
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towerStatus, dailyNum, dungeonNum,
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...actordata
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});
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@@ -288,8 +288,8 @@ export class NormalBattleHandler {
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}
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// 扣体力
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const now = Date.now(); // 当前时间戳
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let apJson = await setAp(now, roleId, sid, funcs, -1 * warInfo.cost * count); // 扣除体力
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let role = await RoleModel.findByRoleId(roleId, 'lv');
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let apJson = await setAp(roleId, role.lv, -1 * warInfo.cost * count, sid, funcs); // 扣除体力
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if (!apJson) {
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return resResult(STATUS.BATTLE_ACTION_POINT_LACK);
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}
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@@ -333,7 +333,6 @@ export class NormalBattleHandler {
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return resResult(STATUS.SUCCESS, {
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battleId, count,
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battleGoods: result,
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apJson,
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dailyNum, dungeonNum,
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...actordata
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});
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@@ -7,22 +7,20 @@ import { Application } from 'pinus';
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import { FrontendSession } from 'pinus';
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import { HeroModel } from './../../../db/Hero';
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import { resResult } from '../../../pubUtils/util';
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import { COM_BTL_QUALITY, ROLE_SELECT, HERO_SELECT, GUILD_SELECT, USER_GUILD_SELECT, DEBUG_MAGIC_WORD, REDIS_KEY, TASK_TYPE } from '../../../consts';
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import { COM_BTL_QUALITY, HERO_SELECT, DEBUG_MAGIC_WORD, REDIS_KEY, TASK_TYPE, ENTERY_ROLE_PICK } from '../../../consts';
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import { getAp } from '../../../services/actionPointService';
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import { ItemModel } from '../../../db/Item';
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import { chackFunOpenWhenLogin } from '../../../services/funcSwitchService';
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import { loginRefresh } from '../../../services/playerEventService';
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import { nowSeconds, getZeroPoint } from '../../../pubUtils/timeUtil';
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import { rmRoleFromQueue, roleLeave, getRoleOnlineInfo, roleLogin } from '../../../services/redisService';
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import { UserGuildModel } from '../../../db/UserGuild';
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import { GuildModel } from '../../../db/Guild';
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import { gameData } from '../../../pubUtils/data';
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import { addRoleToGuildChannel, addRoleToSysChannel, addRoleToWorldChannel, leaveGuildChannel, leaveSysChannel, leaveWorldChannel, recentGuildMsgs, recentPrivateChatInfos, recentSysMsgs, recentWorldMsgs } from '../../../services/chatService';
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import { reportOneOnline } from '../../../services/timeTaskService';
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import { Rank } from '../../../services/rankService';
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import { checkTaskWithRole, } from '../../../services/taskService';
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import { pushData, everydayRefresh } from '../../../services/connectorService';
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import { pick } from 'lodash';
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export default function (app: Application) {
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return new EntryHandler(app);
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@@ -95,7 +93,7 @@ export class EntryHandler {
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role['heros'] = heros;
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role['equips'] = equips;
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role['consumeGoods'] = items;
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let apJson = await getAp(Date.now(), role.roleId);
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let apJson = await getAp(role.roleId, role.lv);
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role['apJson'] = apJson;
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if (!role.showLineup) role.showLineup = role.topLineup.map(cur => cur.hid);
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@@ -110,7 +108,7 @@ export class EntryHandler {
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let todayZeroPoint = getZeroPoint();
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role['todayZeroPoint'] = todayZeroPoint;
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return resResult(STATUS.SUCCESS, { role });
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return resResult(STATUS.SUCCESS, { role: pick(role, ENTERY_ROLE_PICK) });
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}
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@@ -6,7 +6,7 @@ import { resResult, parseGoodStr, getRandValueByMinMax, getRandEelm } from "../.
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import { addItems, handleCost, decreaseItems } from "../../../services/rewardService";
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import Equip, { EquipModel, EquipType } from "../../../db/Equip";
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import { HeroModel, EPlace } from "../../../db/Hero";
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import Role from "../../../db/Role";
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import Role, { RoleModel } from "../../../db/Role";
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import { calPlayerCeAndSave } from "../../../services/playerCeService";
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import { getHeroJob, getGoodById, gameData, getHeroEquipByClassId } from "../../../pubUtils/data";
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import { EQUIP } from "../../../pubUtils/dicParam";
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@@ -17,6 +17,7 @@ import { indexOf, findIndex } from 'underscore';
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import { pushEquipRefineSucMsg, pushNormalEquipMsg, pushNormalItemMsg } from "../../../services/chatService";
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import { checkTaskWithHero, checkTaskWithEquip, checkTask, checkTaskWithArgs, checkTaskConditionEquipSuitJewelStage, checkActivityTask } from "../../../services/taskService";
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import { useGiftPackage } from "../../../services/activity/giftPackageService";
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import { getAp, setAp } from "../../../services/actionPointService";
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export default function (app: Application) {
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return new ItemHandler(app);
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@@ -63,4 +64,57 @@ export class ItemHandler {
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}
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// 使用体力道具
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public async useApItem(msg: { id: number, count: number }, session: BackendSession) {
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let { id, count } = msg;
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const roleId = session.get('roleId');
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const sid = session.get('sid');
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const funcs = session.get('funcs');
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if (count > 0) {
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let dicGoods = gameData.goods.get(id);
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if (!dicGoods) {
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return resResult(STATUS.DIC_DATA_NOT_FOUND);
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}
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let dicItid = ITID.get(dicGoods.itid);
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if (!dicItid) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if (dicItid.type != CONSUME_TYPE.AP) {
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return resResult(STATUS.ROLE_METERIAL_ERROR);
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}
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let role = await RoleModel.findByRoleId(roleId, 'lv');
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let { isOver } = await getAp(roleId, role.lv);
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if(isOver) return resResult(STATUS.AP_IS_FULL);
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let consumeResult = await handleCost(roleId, sid, [{ id: id, count: count }]);
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if (!consumeResult) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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let apJson = await setAp(roleId, role.lv, dicGoods.value * count, sid, funcs);
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return resResult(STATUS.SUCCESS, {
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apJson
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});
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}
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return resResult(STATUS.WRONG_PARMS);
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}
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public async debugIncAp(msg: { ap: number }, session: BackendSession) {
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const roleId = session.get('roleId');
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const sid = session.get('sid');
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const funcs = session.get('funcs');
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let role = await RoleModel.findByRoleId(roleId, 'lv');
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let apJson = await setAp(roleId, role.lv, msg.ap, sid, funcs);
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if(!apJson) return resResult(STATUS.BATTLE_ACTION_POINT_LACK)
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return resResult(STATUS.SUCCESS, { apJson });
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}
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public async debugGetAp(msg: { }, session: BackendSession) {
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let roleId = session.get('roleId');
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let role = await RoleModel.findByRoleId(roleId, 'lv');
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let apJson = await getAp(roleId, role.lv);
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return resResult(STATUS.SUCCESS, { apJson });
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}
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}
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@@ -3,48 +3,79 @@
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*/
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import { ActionPointModel } from '../db/ActionPoint';
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import { ACTION_POIN, TASK_TYPE } from '../consts';
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import { TASK_TYPE, STATUS } from '../consts';
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import { checkTask } from './taskService';
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import { getDicApByLv } from '../pubUtils/data';
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import { pinus } from 'pinus';
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import { resResult } from '../pubUtils/util';
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export async function getAp(now: number, roleId: string) {
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/**
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* 获取当前体力
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* @param roleId 玩家id
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* @param lv 玩家等级
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*/
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export async function getAp(roleId: string, lv: number) {
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const now = Date.now();
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const dicAp = getDicApByLv(lv);
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let dataAp = await ActionPointModel.getAp(roleId);
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const maxAp = ACTION_POIN.MAX; // 最大体力值
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const per = ACTION_POIN.PER; // 恢复时间(ms)
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const maxAp = dicAp.maxAp; // 最大体力值
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const per = dicAp.perApRestoreTime * 1000; // 恢复时间(ms)
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let {ap, refTime} = dataAp;
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if(ap >= maxAp) {
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// 体力溢出不需要做时间的处理
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return { ap, maxAp, refTime: now, apRemainTime:0, isOver: true }
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return { ap, maxAp, refTime: now, apRemainTime:0, apMaxRemainTime: 0, isOver: true }
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} else {
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if(refTime > now) refTime = now; // refTime:每次记录时候最近的一个整的时间点,绝对不会大于now
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let n = Math.floor((now - refTime)/per); // 上次记录到现在可以增长多少体力
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ap += n; // 增加上
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if(ap >= maxAp) { // 加上后溢出了
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ap = maxAp;
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return { ap, maxAp, refTime: now, apRemainTime:0, isOver: true }
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return { ap, maxAp, refTime: now, apRemainTime:0, apMaxRemainTime: 0, isOver: true }
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} else {
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refTime += n * per; // 更新refTime到离现在最近的一个整的时间点
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let apRemainTime = Math.floor((refTime + per - now)/1000); // 恢复下一点需要多少时间
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return { ap, maxAp, refTime, apRemainTime, isOver: false }
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let apMaxRemainTime = (maxAp - ap - 1) * dicAp.perApRestoreTime + apRemainTime;
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return { ap, maxAp, refTime, apRemainTime, apMaxRemainTime, isOver: false }
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}
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}
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}
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export async function setAp(now: number, roleId: string, sid: string, funcs: number[], changeAp: number) {
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let ApResult = await getAp(now, roleId);
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let { ap, maxAp, refTime, apRemainTime, isOver } = ApResult; // 更新ap
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/**
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* 增加或减少体力
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* @param roleId 玩家id
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* @param lv 玩家等级
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* @param changeAp 体力变化,正是加,负是减
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* @param sid
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* @param funcs 开启的功能
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*/
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export async function setAp(roleId: string, lv: number, changeAp: number, sid: string, funcs: number[]) {
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const now = Date.now();
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const dicAp = getDicApByLv(lv);
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let ApResult = await getAp(roleId, lv);
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let { ap, maxAp, refTime, apRemainTime, apMaxRemainTime, isOver } = ApResult; // 更新ap
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ap += changeAp;
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if(ap >= maxAp) { // 溢出
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refTime = now;
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apRemainTime = 0;
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apMaxRemainTime = 0;
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}
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if(ap < 0) return null // 体力不足
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await ActionPointModel.saveAp(roleId, ap, refTime);
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if(isOver && ap < maxAp) apRemainTime = Math.floor(ACTION_POIN.PER / 1000); // 特殊处理
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if(isOver && ap < maxAp) { // 特殊处理,溢出之后做减少体力的操作时
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apRemainTime = dicAp.perApRestoreTime;
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apMaxRemainTime = (maxAp - ap) * dicAp.perApRestoreTime;
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}
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if(changeAp < 0) {
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await checkTask(roleId, sid, funcs, TASK_TYPE.BATTLE_COST_AP, -1 * changeAp, true, {});
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}
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return {ap, maxAp, refTime, apRemainTime}
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let apJson = {ap, maxAp, refTime, apMaxRemainTime, apRemainTime};
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if(changeAp != 0) {
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let uids = [{ uid: roleId, sid }];
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pinus.app.get('channelService').pushMessageByUids('onApUpdate', resResult(STATUS.SUCCESS, { apJson }), uids);
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}
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return apJson
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}
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@@ -1,7 +1,7 @@
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import { HeroModel } from '../db/Hero';
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import Role, { RoleModel, RoleType } from '../db/Role'
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import { getLvByExp, getExpByLv, gameData } from '../pubUtils/data';
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import { getLvByExp, getExpByLv, gameData, getDicApByLv } from '../pubUtils/data';
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import { updateUserInfo } from './redisService';
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import { switchOnFunc } from './funcSwitchService';
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import { FUNC_OPT_TYPE, TASK_TYPE, WAR_TYPE } from '../consts';
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@@ -11,9 +11,12 @@ import { Rank } from './rankService';
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import { checkActivityTask, checkTask } from './taskService';
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import { accomplishTask } from '../pubUtils/taskUtil';
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import { RScriptRecordModel } from '../db/RScriptRecord';
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import { setAp } from './actionPointService';
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export async function roleLevelup(roleId: string, kingExp: number, session: BackendSession) {
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const serverId = session.get('serverId');
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const sid = session.get('sid');
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const funcs = session.get('funcs');
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let role = await RoleModel.findByRoleId(roleId);
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let { lv = 1, exp = 0 } = role;
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let canGetExp = lv < gameData.maxPlayerLv.max; // 当主公超过最大级后,挑战结算不再获得经验值
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@@ -57,7 +60,12 @@ export async function roleLevelup(roleId: string, kingExp: number, session: Back
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getExp: getExp > 0 ? getExp : 0, // 获得的经验
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mostExp: cur
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});
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if(i != lv) { // 升级加体力
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let dicAp = getDicApByLv(i);
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await setAp(roleId, i, dicAp.restoreAp, sid, funcs);
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}
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}
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return { actordata, lv: newLv, exp: newExp, kingExp: newExp - exp };
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}
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@@ -132,7 +132,7 @@ export async function addItems(roleId: string, roleName: string, sid: string, go
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let role = await RoleModel.findByRoleId(roleId);
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for (let key in currencysMap) {
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if (key == 'ap') {
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let { ap } = await setAp(Date.now(), roleId, sid, null, currencysMap[key]);
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let { ap } = await setAp(roleId, role.lv, currencysMap[key], sid, []);
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currencysMap.ap = ap;
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} else {
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currencysMap[key] += role[key];
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