装备:一键装备顺序
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@@ -11,7 +11,7 @@ import { calPlayerCeAndSave } from "../../../services/playerCeService";
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import { getGoodById, gameData } from "../../../pubUtils/data";
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import { EQUIP } from "../../../pubUtils/dicParam";
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import { ITID, QUALITY_TYPE, equipTypeToSortAttr, IT_TYPE, QUENCH_TYPE, REFINE_TYPE } from "../../../consts";
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import { changeEquip, dressEquip, checkMaterialEnough, takeOffEquipAndCalPlayerCe, checkEquipCanPut, quenchOnce, checkQuenchMaxByQualityAndGrade, getRandSeResult, refineOnce, checkRefineReachNextLv } from "../../../services/equipService";
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import { changeEquip, dressEquip, checkMaterialEnough, takeOffEquipAndCalPlayerCe, checkEquipCanPut, quenchOnce, checkQuenchMaxByQualityAndGrade, getRandSeResult, refineOnce, checkRefineReachNextLv, calEquipCe } from "../../../services/equipService";
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import { findIndex, pick } from 'underscore';
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import { pushEquipRefineSucMsg, pushNormalEquipMsg, pushNormalItemMsg } from "../../../services/chatService";
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@@ -621,11 +621,9 @@ export class EquipHandler {
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let allEquips = await EquipModel.findNotWearEquips(roleId);
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let sortEquips = allEquips.map(equip => {
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let { id, quality, randRange, ePlaceId } = equip;
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let { id, quality, ePlaceId, randMain } = equip;
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let { goodsAbility, lvLimited } = gameData.goods.get(id);
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let attrObj = new AttributeCal();
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attrObj.setByMap(goodsAbility, HERO_CE_RATIO + randRange);
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let ce = attrObj.calEquipCe();
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let ce = calEquipCe(goodsAbility, randMain);
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return { id, quality, ce, equip, goodsAbility, lvLimited, ePlaceId }
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});
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let { ePlace, lv } = hero;
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@@ -261,6 +261,16 @@ export function checkRefineReachNextLv(oldRefineLv: number, refineLv: number) {
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let dic = gameData.refine.get(refineLv);
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if(!oldDic || !dic) return true;
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console.log('*******', dic.level, oldDic.level)
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return dic.level > oldDic.level;
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}
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export function calEquipCe(goodsAbility: Map<number, number>, randMain: RandMain[]) {
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let ce = 0;
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for(let [ id, ratio ] of gameData.equipAttributeRatio) {
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let valueBase = goodsAbility.get(id);
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let curRand = randMain.find(cur => cur.id == id);
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let valueRand = curRand?curRand.rand: 0;
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ce += Math.floor(valueBase * valueRand * ratio / 100);
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}
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return ce
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}
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