装备:切换皮肤带来的职业变化对装备
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@@ -7,7 +7,7 @@ import { HeroModel, Connect, HeroSkin, HeroUpdate, EPlace } from '../../../db/He
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import { CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ABI_STAGE, DEBUG_MAGIC_WORD, HERO_INITIAL_QUALITY, REDIS_KEY, TASK_TYPE, ITEM_CHANGE_REASON } from '../../../consts';
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import { RoleModel } from '../../../db/Role';
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import { ItemModel } from '../../../db/Item';
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import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getFriendShipById, getFavourLvByExp, reloadDicParam } from '../../../pubUtils/data';
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import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getFriendShipById, getFavourLvByExp, reloadDicParam, getEquipByJobClassAndEPlace } from '../../../pubUtils/data';
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import { ItemInter, RewardInter } from '../../../pubUtils/interface';
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import { getDropItems, FIGURE_UNLOCK_CONDITION } from '../../../consts/constModules/itemConst'
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import { pushComposeOrangeHero, pushHeroQualityUpMsg, pushHeroStarMax, pushHeroWakeUp } from '../../../services/chatService';
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@@ -15,6 +15,7 @@ import { calculatetopLineup } from '../../../pubUtils/playerCe';
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import { PvpDefenseModel } from '../../../db/PvpDefense';
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import { checkTaskWithHero, checkTask, checkActivityTask } from '../../../services/taskService';
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import { pick } from 'underscore';
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import { updateEplaces } from '../../../services/equipService';
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export default function (app: Application) {
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new HandlerService(app, {});
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@@ -593,29 +594,18 @@ export class HeroHandler {
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let dicMyJob = gameData.job.get(hero.job);
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let dicNewJob = getJobByGradeAndClass(dicHero.jobClass, dicMyJob.grade);
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// let newEplace: EPlace[] = [], heroPutNum = 0, curEquips: {seqId: number, id: number, hid: number, ePlaceId: number}[] = [];
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// for(let { id, equip, lv, refineLv } of hero.ePlace) {
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// let e = <EquipType>equip;
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// if(equip && !checkEquipCanPut({...hero, skinId: dicSkin.heroId}, e.id)) {
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// await EquipModel.putOnOrOff(e._id, 0);
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// heroPutNum -= 1;
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// newEplace.push({ id, equip: null, lv, refineLv});
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// curEquips.push({ seqId: e.seqId, id: e.id, hid: 0, ePlaceId: id });
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// } else {
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// newEplace.push({ id, equip: e?e._id: null, lv, refineLv});
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// }
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// }
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let oldEplace = hero.ePlace||[];
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let eplaceIds = new Map<number, { equipId: number }>(); // 更新了的装备栏id
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for(let { id } of oldEplace) {
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let dicEquip = getEquipByJobClassAndEPlace(dicHero?.jobClass, id);
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eplaceIds.set(id, { equipId: dicEquip.id });
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}
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console.log('*****', eplaceIds)
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let { newEplace } = updateEplaces(oldEplace, eplaceIds);
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// if(heroPutNum < 0) {
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// hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, oldEquipSeids);
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// await checkTask(roleId, sid, TASK_TYPE.EQUIP_SUM, heroPutNum, true, {});
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// await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_SUM, heroPutNum);
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// await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_BY_HERO, hero, [heroPutNum, oldCount]);
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// }
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SKIN, sid, roleId, hero, { skins: newHeroSkins, skinId: dicSkin.heroId, job: dicNewJob.jobid });
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return resResult(STATUS.SUCCESS, { curHero: pick(hero, ['hid', 'skins', 'skinId', 'job']) });
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SKIN, sid, roleId, hero, { skins: newHeroSkins, skinId: dicSkin.heroId, job: dicNewJob.jobid, ePlace: newEplace });
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return resResult(STATUS.SUCCESS, { curHero: {...pick(hero, ['hid', 'skins', 'skinId', 'job']), ePlace: newEplace }});
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}
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// ! debug接口 一键全武将
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@@ -523,7 +523,7 @@ export function calHeroJobAttr(originHero: HeroType, hero: HeroUpdate, addSeidLi
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*/
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export function calHeroWearSkinIncAttr(originHero: HeroType, update: HeroUpdate, addSeidList: number[], removeSeidList: number[]) {
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let { attr: heroAttrs, skinId: originSkinId } = originHero;
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let { skinId = originSkinId } = update;
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let { skinId = originSkinId, ePlace: newEplace } = update;
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calHeroStarIncAttr(originHero, update, HERO_SYSTEM_TYPE.SKIN, addSeidList, removeSeidList);
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let addSkin = gameData.fashionBySkinId.get(skinId);
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@@ -540,6 +540,12 @@ export function calHeroWearSkinIncAttr(originHero: HeroType, update: HeroUpdate,
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updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp } });
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}
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originHero.attr = heroAttrs;
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let eplaceIds = newEplace.map(cur => cur.id);
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calEquipStrengthIncAttr(originHero, update, eplaceIds);
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calEquipQualityIncAttr(originHero, update, eplaceIds);
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calEquipStarIncAttr(originHero, update, eplaceIds, addSeidList, removeSeidList);
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return heroAttrs;
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}
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@@ -628,12 +634,17 @@ export function calEquipStrengthIncAttr(hero: HeroType, update: HeroUpdate, epla
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let oldEquip = oldEplace.find(cur => cur.id == eplaceId);
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let newEquip = newEplace.find(cur => cur.id == eplaceId);
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if(newEquip && oldEquip) {
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let dicEquip = gameData.equipById.get(oldEquip.equipId);
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for(let attr of dicEquip.attributeUp) {
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updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp: attr.num * (newEquip.lv - oldEquip.lv) * HERO_CE_RATIO } });
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let dicOldEquip = gameData.equipById.get(oldEquip.equipId);
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let dicNewEquip = gameData.equipById.get(newEquip.equipId);
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for(let attr of dicOldEquip.attributeUp) {
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updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp: -1 * attr.num * oldEquip.lv * HERO_CE_RATIO } });
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}
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for(let attr of dicNewEquip.attributeUp) {
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updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp: attr.num * newEquip.lv * HERO_CE_RATIO } });
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}
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}
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}
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hero.attr = heroAttrs;
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return heroAttrs
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}
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@@ -654,6 +665,7 @@ export function calEquipQualityIncAttr(hero: HeroType, update: HeroUpdate, eplac
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}
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}
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}
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hero.attr = heroAttrs;
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return heroAttrs
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}
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@@ -686,6 +698,7 @@ export function calEquipStarIncAttr(hero: HeroType, update: HeroUpdate, eplaceId
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// 套装属性
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calEquipSuitIncAttr(hid, oldEplace, newEplace, addSeidList, removeSeidList);
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hero.attr = heroAttrs;
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return heroAttrs;
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}
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@@ -18012,8 +18012,8 @@
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"camp": 2,
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"area": 0,
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"cost": 0,
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"jobid": 200,
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"jobClass": 2,
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"jobid": 300,
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"jobClass": 3,
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"skill": 19,
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"pieceId": 21019,
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"hp": 124,
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