寻宝:战斗结束清理机器人攻击计时器
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@@ -17,7 +17,7 @@ import { ItemModel } from '../../../db/Item';
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import { handleFixedReward, addItems, handleCost } from '../../../services/rewardService';
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import { checkRoleInQueue, getTeamSearchByQuality, rmRoleFromQueue, setTeamSearchReq } from '../../../services/redisService';
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import { transBossHpArr } from '../../../services/battleService';
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import { getRandBlueprtId, getRandComBtlRobots, checkComBattleResult, clearComBtlTimer, getRealReward, getAssistTimesByQuality, getFrd, updateRobotHurt, updateRobotHurtByTime, comBtlLvInvalid } from '../../../services/comBattleService';
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import { getRandBlueprtId, getRandComBtlRobots, checkComBattleResult, clearComBtlTimer, getRealReward, getAssistTimesByQuality, getFrd, updateRobotHurt, updateRobotHurtByTime, comBtlLvInvalid, clearRobotHurtTimer } from '../../../services/comBattleService';
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import { setAp } from '../../../services/actionPointService';
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import { roleLevelup } from '../../../services/normalBattleService';
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@@ -538,6 +538,7 @@ export class ComBattleHandler {
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setTimeout(async () => {
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let teamStatus = thiz.teamMap.get(teamCode);
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if (teamStatus && teamStatus.status === COM_TEAM_STATUS.FIGHTING) {
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clearRobotHurtTimer(teamStatus, this.robotHurtTimer);
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let channelService = thiz.app.get('channelService');
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let channel = channelService.getChannel(teamCode, false);
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let team = await ComBattleTeamModel.syncTeamData({teamCode, status: COM_TEAM_STATUS.LOOSE, roleStatus: teamStatus.roleStatus, bossHpArr: teamStatus.bossHpArr});
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@@ -548,7 +549,7 @@ export class ComBattleHandler {
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}, COM_BTL_CONST.BTL_TIME_LMT);
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teamStatus.roleStatus.forEach((st, idx) => {
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if (st.isRobot === true) {
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updateRobotHurtByTime(teamStatus, st, COM_BTL_CONST.ROBOT_BASE_TIME_INTERVAL + idx, channel);
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updateRobotHurtByTime(teamStatus, st, COM_BTL_CONST.ROBOT_BASE_TIME_INTERVAL + idx, channel, this.robotHurtTimer);
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}
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});
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return resResult(STATUS.SUCCESS);
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@@ -682,6 +683,7 @@ export class ComBattleHandler {
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let { teamCode } = msg;
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let team = await ComBattleTeamModel.getTeamByCode(teamCode);
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if (!team || team.status !== COM_TEAM_STATUS.WIN) return resResult(STATUS.COM_BATTLE_REWARD_ERR);
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clearRobotHurtTimer(team, this.robotHurtTimer);
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let { roleStatus, blueprtId, status, bossHpArr } = team;
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let roleSt: RoleStatus = null;
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roleStatus.forEach(st => {
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@@ -241,7 +241,6 @@ export function updateRobotHurt(teamStatus, roleSt: RoleStatus, channel: Channel
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roleSt.totalDmg += robotTotalHurt;
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updateRobotKilled(teamStatus.bossHp, roleSt);
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channel.pushMessage('onTeammateAct', resResult(STATUS.SUCCESS, { teamCode: teamStatus.teamCode, bossCurHp: teamStatus.bossCurHp, bossHpArr: teamStatus.bossHpArr, roleStatus: teamStatus.roleStatus, actRoleId: roleSt.roleId, actBossHurts }));
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}
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/**
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@@ -253,7 +252,8 @@ export function updateRobotHurt(teamStatus, roleSt: RoleStatus, channel: Channel
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* @param {Channel} channel
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* @param {Map<string, NodeJS.Timer>} robotHurtTimer
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*/
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export function updateRobotHurtByTime(teamStatus, roleSt: RoleStatus, interval: number, channel: Channel) {
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export function updateRobotHurtByTime(teamStatus, roleSt: RoleStatus, interval: number, channel: Channel, robotHurtTimer: Map<string, NodeJS.Timer>) {
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const timerKey = `${teamStatus.teamCode}_${roleSt.roleId}`;
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const robotTimer = setInterval(() => {
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const robotTotalHurt = teamStatus.bossHp * COM_BTL_CONST.ROBOT_HURT_RATIO;
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if (roleSt.totalDmg < robotTotalHurt) {
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@@ -262,8 +262,33 @@ export function updateRobotHurtByTime(teamStatus, roleSt: RoleStatus, interval:
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clearInterval(robotTimer);
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}
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}, interval * 1000);
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if (!robotHurtTimer.has(timerKey)) {
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robotHurtTimer.set(timerKey, robotTimer);
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}
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}
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/**
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* @description 清理机器人伤害的 timer
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* @export
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* @param {*} teamStatus 寻宝队伍状态
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* @param {Map<string, NodeJS.Timer>} robotHurtTimer
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*/
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export function clearRobotHurtTimer(teamStatus, robotHurtTimer: Map<string, NodeJS.Timer>) {
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teamStatus.roleStatus.forEach(st => {
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const timerKey = `${teamStatus.teamCode}_${st.roleId}`;
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if (st.isRobot === true && robotHurtTimer.has(timerKey)) {
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clearInterval(robotHurtTimer.get(timerKey));
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}
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});
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}
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/**
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* @description 检查寻宝等级是否合法
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* @export
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* @param {number} lv 玩家等级
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* @param {number} lvRange 藏宝图等级范围
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* @returns
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*/
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export function comBtlLvInvalid(lv: number, lvRange: number) {
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const lvs = comBtlRangeInfo(lvRange);
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if (!lvs) return true;
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