寻宝:修改掉落bug;修改战斗结果判断
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@@ -1,5 +1,5 @@
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import { STATUS } from './../consts/statusCode';
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import { COM_BATTLE_ROBOT_ID_NAME, COM_BATTLE_ROBOT_CE_RATIO, COM_BATTLE_ROBOT_ROUND_LMT, COM_BATTLE_ROBOT_HURT_RATIO, COM_BATTLE_ROBOT_HURT_CH_RATIO, COM_TEAM_STATUS } from './../consts/consts';
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import { COM_BATTLE_ROBOT_ID_NAME, COM_BATTLE_ROBOT_CE_RATIO, COM_BATTLE_ROBOT_ROUND_LMT, COM_BATTLE_ROBOT_HURT_RATIO, COM_BATTLE_ROBOT_HURT_CH_RATIO, COM_TEAM_STATUS, COM_BATTLE_ASSIST_REWARD_RATIO } from './../consts/consts';
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import { RoleStatus, ComBattleTeamModel } from './../db/ComBattleTeam';
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import { getBluePrtByQuality, getRewardByBlueprtId } from "../pubUtils/gamedata";
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import { getRandEelm, getRandValue, resResult, ratioReward } from "../pubUtils/util";
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@@ -47,7 +47,8 @@ export function checkComBattleResult(teamStatus) {
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let robotRestHurt = 0;
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// 看看是否还有活人
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teamStatus.roleStatus.forEach(st => {
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if (!st.isRobot && st.killed.length < st.heroes.length) {
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// 设置了阵容,且阵容人数和阵亡人数一样,说明玩家战败
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if (!st.isRobot && st.heroes && st.heroes.length > 0 && st.killed.length < st.heroes.length) {
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allPlayerKilled = false
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}
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});
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@@ -73,6 +74,13 @@ export function checkComBattleResult(teamStatus) {
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return COM_TEAM_STATUS.FIGHTING;
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}
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/**
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* @description 计算寻宝结算-deprecated
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* @export
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* @param {string} roleId
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* @param {string} battleCode
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* @returns
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*/
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export async function checkComBattleDrop(roleId: string, battleCode: string) {
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let team = await ComBattleTeamModel.getTeamByRoleAndBattleCode(roleId, battleCode);
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if (team.status !== COM_TEAM_STATUS.WIN) return { status: -1, resResult: resResult(STATUS.COM_BATTLE_REWARD_ERR) };
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@@ -89,10 +97,10 @@ export async function checkComBattleDrop(roleId: string, battleCode: string) {
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fixReward = '&';
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// TODO: 消耗品情谊点添加
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} else {
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fixReward = ratioReward(fixReward, COM_BATTLE_ROBOT_HURT_CH_RATIO);
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fixReward = ratioReward(fixReward, COM_BATTLE_ASSIST_REWARD_RATIO);
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}
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}
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await ComBattleTeamModel.updateRewardSt(roleId, battleCode, true);
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await ComBattleTeamModel.updateRewardSt(roleId, true);
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return {status: 0, fixReward};
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}
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