活动:统计套装宝石相同阶数的任务
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@@ -4,7 +4,7 @@ import { ItemInter } from "../../../pubUtils/interface";
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import { resResult, parseGoodStr, getRandValueByMinMax, getRandEelm } from "../../../pubUtils/util";
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import { addItems, handleCost, decreaseItems } from "../../../services/rewardService";
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import { EquipModel, EquipType } from "../../../db/Equip";
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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 { calPlayerCeAndSave } from "../../../services/playerCeService";
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@@ -15,7 +15,7 @@ import { changeEquip, dressEquip, checkMaterialEnough, takeOffEquipAndCalPlayerC
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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 } from "../../../services/taskService";
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import { checkTaskWithHero, checkTaskWithEquip, checkTask, checkTaskWithArgs, checkTaskConditionEquipSuitJewelStage } from "../../../services/taskService";
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import { accomplishTask } from "../../../pubUtils/taskUtil";
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export default function (app: Application) {
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@@ -509,12 +509,20 @@ export class EquipHandler {
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curEquip = await dressEquip(roleId, sid, hero, equip, funcs);
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if (!!curEquip)
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curEquips.push(curEquip);
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//任务
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//英雄满装备且都镶嵌相同阶数的宝石
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let { isTask, jewelLevel } = await checkTaskConditionEquipSuitJewelStage(hero)
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if (isTask) {
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await accomplishTask(roleId, TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE, 1, { stage: jewelLevel })
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}
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} else if (type == 2) {
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if (!equip.hid)
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return resResult(STATUS.EQUIP_NOT_EQUIPED);
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let curEquip = await takeOffEquipAndCalPlayerCe(roleId, sid, hero, equip, id, funcs);
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curEquips.push(curEquip);
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}
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return resResult(STATUS.SUCCESS, { curEquips: curEquips });
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}
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@@ -581,6 +589,12 @@ export class EquipHandler {
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if (!!equip.hid) {
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let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
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//任务
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//英雄满装备且都镶嵌相同阶数的宝石
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let { isTask, jewelLevel } = await checkTaskConditionEquipSuitJewelStage(hero)
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if (isTask) {
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await accomplishTask(roleId, TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE, 1, { stage: jewelLevel })
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}
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}
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// 任务
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@@ -589,6 +603,7 @@ export class EquipHandler {
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await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL_SUM, equip, [oldJewelCount]);
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//成长任务
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await accomplishTask(roleId, TASK_TYPE.EQUIP_JEWEL_SUM, 1)
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await accomplishTask(roleId, TASK_TYPE.EQUIP_JEWEL_STAGE, 1)
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return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
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}
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@@ -753,6 +768,13 @@ export class EquipHandler {
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if (!!equip.hid) {
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let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
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//任务
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//英雄满装备且都镶嵌相同阶数的宝石
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let { isTask, jewelLevel } = await checkTaskConditionEquipSuitJewelStage(hero)
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if (isTask) {
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await accomplishTask(roleId, TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE, 1, { stage: jewelLevel })
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}
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}
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// 任务
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@@ -760,7 +782,7 @@ export class EquipHandler {
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await checkTaskWithArgs(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL_STAGE, [jewel, oldJewel]);
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await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL_SUM, equip, [oldJewelCount]);
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//成长任务
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await accomplishTask(roleId, TASK_TYPE.EQUIP_JEWEL_SUM, 1)
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await accomplishTask(roleId, TASK_TYPE.EQUIP_JEWEL_SUM, count)
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return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
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} else {
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@@ -8,6 +8,7 @@ import { EquipType } from "../db/Equip";
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import { calEquipSeids } from '../pubUtils/playerCe';
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import { indexOf, findIndex } from 'underscore';
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import { checkTask, checkTaskWithHero, checkTaskWithEquip } from './taskService';
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import { accomplishTask } from '../pubUtils/taskUtil';
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/**
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* 校验前端传入的消耗数量是否准确,并返回消耗的道具并加上特殊材料needConsumes
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* @param consumes
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@@ -126,6 +127,7 @@ export async function dressEquip(roleId: string, sid: string, hero:HeroType, equ
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await checkTask(roleId, sid, funcs, TASK_TYPE.EQUIP_SUM, 1, true, {});
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await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.EQUIP_BY_HERO, hero, [1]);
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await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_QUALITY, equip, [1]);
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await accomplishTask(roleId, TASK_TYPE.EQUIP_QUALITY, 1, { quality: equip.quality })
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return { seqId: equip.seqId, hid: hero.hid };
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}
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@@ -12,7 +12,7 @@ import { ItemInter } from '../pubUtils/interface';
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import { UserTaskModel, UserTaskType } from '../db/UserTask';
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import { UserTaskRecModel } from '../db/UserTaskRec';
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import { UserTaskHistoryModel } from '../db/UserTaskHistory';
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import { gameData } from '../pubUtils/data';
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import { gameData, getGoodById } from '../pubUtils/data';
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import { getCurWeekDate, getSeconds } from '../pubUtils/timeUtil';
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import { RoleStatus } from '../db/ComBattleTeam';
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@@ -240,3 +240,32 @@ export async function refDailyTaskBox(roleId: string, sid: string, debug = false
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}), uids);
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}
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}
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//任务条件
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//英雄满装备且都镶嵌相同阶数的宝石
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export async function checkTaskConditionEquipSuitJewelStage(hero: HeroType) {
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let isTask = true;//是否满足任务条件
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let jewelLevel = -1;//宝石阶数
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for (let i = 0; i < hero.ePlace.length; i++) {
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let equipObj = <EquipType>hero.ePlace[i].equip;
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let equipObjInfo = getGoodById(equipObj.id);
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if (equipObj.holes.length == equipObjInfo.hole && equipObjInfo.hole > 0) {
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for (let j = 0; j < equipObj.holes.length; j++) {
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let jewel = equipObj.holes[j].jewel;
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let jewelInfo = getGoodById(jewel);
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if (jewelLevel == -1) {
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jewelLevel = jewelInfo.lvLimited;
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} else if (jewelInfo.lvLimited != jewelLevel) {
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//宝石阶数不同
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isTask = false;
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break;
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}
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}
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} else {
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//宝石没有镶满
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isTask = false;
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break;
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}
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}
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return { isTask, jewelLevel };
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}
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@@ -653,6 +653,7 @@ export enum TASK_TYPE {
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HERO_WAKE_UP_COUNT = 75, // *名武将*品觉醒
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HERO_WAKE_UP_STAR_UP_COUNT = 76, // *名武将升至觉醒*星
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EQUIP_REFINE_LV = 77, // *件装备成功精炼到*级
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EQUIP_SUIT_JEWEL_STAGE = 78, // *次触发,一个武将满装备情况下,必须都镶嵌有相同阶的宝石(阶数大于等于x情况下都算达成)
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}
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// 卡池类型
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@@ -108,6 +108,11 @@ export default class Equip extends BaseModel {
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return result;
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}
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public static async getEquipsByID(ids: Array<string>) {
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let result = await EquipModel.find({ _id: { $in: ids } });
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return result;
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}
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public static async getEquips(ids: Array<number>) {
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let result = await EquipModel.find({ seqId: { $in: ids } });
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return result;
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@@ -132,6 +132,20 @@ export class ThirtyDaysData extends ActivityBase {
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totalPoint: number = 0;//总共点数
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consumePoint: number = 0;//消耗掉的点数
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//未完成的任务
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public findUncompleteTaskByType(type: number) {
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let task = [];
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for (let i = 0; i < this.list.length; i++) {
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let items = this.list[i].item;
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for (let itemData of items) {
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if (itemData.taskType == type && !itemData.isComplete) {
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task.push(itemData);
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}
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}
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}
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return task;
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}
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public findTaskByType(type: number) {
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let task = [];
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for (let i = 0; i < this.list.length; i++) {
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@@ -16,7 +16,7 @@ import { ACTIVITY_TYPE } from '../consts/constModules/activityConst';
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import { ActivityGrowthModel } from '../db/ActivityGrowth';
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import { ActivityDailyChallengesModel } from '../db/ActivityDailyChallenges';
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import { ThirtyDaysData } from '../domain/activityField/thirtyDaysField';
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import { ActivityThirtyDaysModel } from '../db/ActivityThirtyDays';
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import { ActivityThirtyDaysModel, ActivityThirtyDaysModelType } from '../db/ActivityThirtyDays';
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@@ -524,13 +524,19 @@ export async function accomplishTask(roleId: string, taskType: TASK_TYPE, count:
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taskType === TASK_TYPE.EQUIP_STRENGTHEN ||
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taskType === TASK_TYPE.EQUIP_REFINE_LV ||
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taskType === TASK_TYPE.HERO_STAGE_UP
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taskType === TASK_TYPE.HERO_STAGE_UP ||
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taskType === TASK_TYPE.EQUIP_JEWEL_SUM ||
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taskType === TASK_TYPE.EQUIP_JEWEL_STAGE ||
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taskType === TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE ||
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taskType === TASK_TYPE.EQUIP_QUALITY
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) {
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allActivity = await ActivityModel.findOpenActivityByType(ACTIVITY_TYPE.THIRTY_DAYS, new Date());
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for (let activity of allActivity) {
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let thirtyDaysActivity = new ThirtyDaysData(activity);
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let taskArray = thirtyDaysActivity.findTaskByType(taskType);
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let playerRecords: ActivityThirtyDaysModelType[] = await ActivityThirtyDaysModel.findData(activity.acvitityId, roleId);
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thirtyDaysActivity.setPlayerRecords(playerRecords);
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let taskArray = thirtyDaysActivity.findUncompleteTaskByType(taskType);
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for (let task of taskArray) {
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let addCount = isComplete(roleId, task.taskType, task.taskParam, count, parma);
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if (addCount) {
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@@ -587,7 +593,15 @@ export function isComplete(roleId: string, taskType: TASK_TYPE, taskParam: strin
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case TASK_TYPE.HERO_STAGE_UP://herocount&star&
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addCount = (param[1] == paramObj.job) ? count : 0;
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break;
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case TASK_TYPE.EQUIP_JEWEL_STAGE://count&stage&
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addCount = (param[1] == paramObj.stage) ? count : 0;
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break;
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case TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE://count&stage&
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addCount = (param[1] == paramObj.stage) ? count : 0;
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break;
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case TASK_TYPE.EQUIP_QUALITY:
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addCount = param[1] == paramObj.quality ? count : 0;
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break;
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case TASK_TYPE.ROLE_TITLE://重置数据
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addCount = param[0] <= count ? count : 0;
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@@ -1083,7 +1083,7 @@
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"id": 73,
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"name": "精英任务",
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"info": "精英通关第x关",
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"param": "warid",
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"param": "warid&",
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"string": "关卡id",
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"content": 0,
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"condition": "warid",
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@@ -1098,7 +1098,7 @@
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"id": 74,
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"name": "武将",
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"info": "x名x品质武将升至X品质",
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"param": "herocount&quality&quality",
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"param": "herocount&quality&quality&",
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"string": "武将数量&武将初始品质&武将升级后品质",
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"content": 0,
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"condition": "herocount",
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@@ -1113,7 +1113,7 @@
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"id": 75,
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"name": "武将",
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"info": "x名x品质武将觉醒",
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"param": "herocount&quality",
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"param": "herocount&quality&",
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"string": "武将数量&武将初始品质",
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"content": 0,
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"condition": "herocount",
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@@ -1128,7 +1128,7 @@
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"id": 76,
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"name": "武将",
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"info": "x名武将觉醒后升至x星",
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"param": "herocount&star",
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"param": "herocount&star&",
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"string": "武将数量&星级",
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"content": 0,
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"condition": "herocount",
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@@ -1143,7 +1143,7 @@
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"id": 77,
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"name": "装备",
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"info": "x件装备成功精炼到x级",
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"param": "count&lv",
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"param": "count&lv&",
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"string": "装备件数&精炼等级",
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"content": 0,
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"condition": "count",
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@@ -1153,5 +1153,20 @@
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"__EMPTY_3": 0,
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"__EMPTY_4": 0,
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"__EMPTY_5": 0
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},
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{
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"id": 78,
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"name": "装备",
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"info": "一个武将满装备情况下,必须都镶嵌有相同阶的宝石(阶数大于等于x情况下都算达成),触发x次数",
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"param": "count&stage&",
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"string": "发生次数&宝石阶数&",
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"content": 0,
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"condition": "count",
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"__EMPTY": 0,
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"__EMPTY_1": 0,
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"__EMPTY_2": 0,
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"__EMPTY_3": 0,
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"__EMPTY_4": 0,
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"__EMPTY_5": 0
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}
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]
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