扫荡奖励添加哪一次掉落的
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@@ -13,7 +13,7 @@ export async function handleFixedReward(roleId: string, roleName: string, reward
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return result;
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}
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export async function handleReward(roleId: string, roleName: string, rewards: Array<{type: number, gid: number, count: number}>) {
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export async function handleReward(roleId: string, roleName: string, rewards: Array<{type: number, gid: number, count: number, times: number}>) {
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let returnGoods = new Array();
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for(let goods of rewards) {
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@@ -21,7 +21,7 @@ export async function handleReward(roleId: string, roleName: string, rewards: Ar
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if(goodInfo.goodType == GOOD_TYPE.EQUIP) { // 装备
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let result = await rewardWeapons(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count });
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for(let obj of result) {
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returnGoods.push({dropType: goods.type, ...obj})
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returnGoods.push({dropType: goods.type, times: goods.times, ...obj})
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}
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}
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}
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@@ -16,7 +16,7 @@ export class WarReward {
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condition: Map<number, boolean>;
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warInfo: any;
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isSuccess: boolean;
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rewards: Array<{type: number, gid: number, count: number}>;
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rewards: Array<{type: number, gid: number, count: number, times: number}>;
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constructor(roleId: string, roleName: string, battleId: number, isSuccess: boolean) {
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this.roleId = roleId;
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@@ -97,6 +97,7 @@ export class WarReward {
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this.handleConditionReward(num);
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await this.handleRandomReward(num);
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console.log(this.rewards)
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let returnGoods = await handleReward(this.roleId, this.roleName, this.rewards);
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return returnGoods;
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}
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