fix 秘境json字段
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@@ -7,7 +7,7 @@ import { ExpeditionPointModel } from '../../../db/ExpeditionPoint';
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import { RoleModel } from '../../../db/Role';
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import { calculateSumCE, genCode } from '../../../pubUtils/util';
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import { getPointRewardStatus, getResetRemainCnt, findOrCreateEnemies } from '../../../services/expeditionService';
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import { EXPEDITION_CONST } from '../../../consts/consts';
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import { EXPEDITION_CONST, EXPEDITION_WAR_RECORD_STATUS } from '../../../consts/consts';
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import { WarReward } from '../../../services/warRewardService';
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import { handleFixedReward } from '../../../services/rewardService';
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import { getAp, setAp } from '../../../services/actionPointService';
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@@ -39,7 +39,7 @@ export class ExpeditionBattleHandler {
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expeditionRecord = await ExpeditionRecordModel.createRecord({
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roleId, roleName, heroes: [], myCe
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});
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await findOrCreateEnemies(roleId, myCe, expeditionRecord.expeditionCode, 1, 0);
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await findOrCreateEnemies(roleId, myCe, expeditionRecord.expeditionCode, 1, EXPEDITION_WAR_RECORD_STATUS.WAITING);
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}
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// 每一关的挑战状态
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@@ -90,7 +90,7 @@ export class ExpeditionBattleHandler {
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let { expeditionCode, heroes } = await ExpeditionRecordModel.createRecord({
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roleId, roleName, heroes: [], myCe
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});
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await findOrCreateEnemies(roleId, myCe, expeditionCode, 1, 0);
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await findOrCreateEnemies(roleId, myCe, expeditionCode, 1, EXPEDITION_WAR_RECORD_STATUS.WAITING);
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await RoleModel.increaseExpeditionResetCnt(roleId, needRefresh, curTime);
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let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCode(expeditionCode);
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let curLv = 0;
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@@ -119,13 +119,13 @@ export class ExpeditionBattleHandler {
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let { myCe } = await ExpeditionRecordModel.getExpeditionRecordByCode(expeditionCode);
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let curExpeditionWarRecord = await findOrCreateEnemies(roleId, myCe, expeditionCode, expeditionId, 0);
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let curExpeditionWarRecord = await findOrCreateEnemies(roleId, myCe, expeditionCode, expeditionId, EXPEDITION_WAR_RECORD_STATUS.WAITING);
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if(!curExpeditionWarRecord) {
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return resResult(STATUS.EXPEDITION_MATCH_NO_PLAYER);
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}
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let { battleId, enemyFrom, enemies, battleStatus, ce: curCe } = curExpeditionWarRecord;
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let nextCe = 0; // 下一关战力
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let nextExpeditionWarRecord = await findOrCreateEnemies(roleId, myCe, expeditionCode, expeditionId + 1, -1);
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let nextExpeditionWarRecord = await findOrCreateEnemies(roleId, myCe, expeditionCode, expeditionId + 1, EXPEDITION_WAR_RECORD_STATUS.HIDE);
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if(nextExpeditionWarRecord) nextCe = nextExpeditionWarRecord.ce;
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return resResult(STATUS.SUCCESS, {
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@@ -171,7 +171,7 @@ export class ExpeditionBattleHandler {
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if(!expeditionWarRecord ) {
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return resResult(STATUS.EXPEDITION_MISS_WAR_RECORD);
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}
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if(expeditionWarRecord.battleStatus == 1) {
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if(expeditionWarRecord.battleStatus == EXPEDITION_WAR_RECORD_STATUS.SUCCESS) {
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return resResult(STATUS.EXPEDITION_DUPLICATE_CHALLENGE);
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}
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@@ -186,7 +186,7 @@ export class ExpeditionBattleHandler {
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}
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}, true);
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let result = await ExpeditionWarRecordModel.updateBattleCode(expeditionCode, expeditionId, 0, battleCode);
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let result = await ExpeditionWarRecordModel.updateBattleCode(expeditionCode, expeditionId, EXPEDITION_WAR_RECORD_STATUS.WAITING, battleCode);
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return resResult(STATUS.SUCCESS, {
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expeditionCode,
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@@ -245,7 +245,8 @@ export class ExpeditionBattleHandler {
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// 更新我方剩余血量
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await ExpeditionRecordModel.updateHeroStatus(expeditionCode, expeditionRecord.heroes, heroes);
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// 更新敌人剩余状态及战斗状态
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expeditionWarRecord = await ExpeditionWarRecordModel.updateEnemiesStatus(expeditionCode, expeditionId, isSuccess?1:2, enemies);
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let battleStatus = isSuccess?EXPEDITION_WAR_RECORD_STATUS.SUCCESS:EXPEDITION_WAR_RECORD_STATUS.FAIL;
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expeditionWarRecord = await ExpeditionWarRecordModel.updateEnemiesStatus(expeditionCode, expeditionId, battleStatus, enemies);
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// 更新battleRecord状态
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await BattleRecordModel.updateBattleRecordByCode(battleCode, {
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$set: { status: isSuccess?1: 2, star }
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@@ -259,9 +260,11 @@ export class ExpeditionBattleHandler {
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let reward = await warReward.saveReward(1);
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let actordata = await roleLevelup(roleId, isSuccess?warInfo.kingExp:0);// 主公升级经验
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// 更新下一关状态
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await ExpeditionWarRecordModel.updateStatus(expeditionCode, expeditionId + 1, 0);
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if(isSuccess) {
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// 更新下一关状态
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await ExpeditionWarRecordModel.updateStatus(expeditionCode, expeditionId + 1, EXPEDITION_WAR_RECORD_STATUS.WAITING);
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}
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return resResult(STATUS.SUCCESS, {
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expeditionCode, expeditionId,
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battleCode, battleId,
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@@ -154,36 +154,39 @@ export class TowerBattleHandler {
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let roleName = session.get('roleName');
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let curTime = new Date();
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let { towerLv, towerTaskRefTime } = await RoleModel.findByRoleId(roleId);
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let { towerLv, towerTaskRefTime, towerTaskReCnt = 0 } = await RoleModel.findByRoleId(roleId);
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let curTasks = await TowerTaskRecModel.getCurTasks(roleId); // 当前显示中的任务
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const needRefresh = shouldRefresh(towerTaskRefTime, curTime, TOWER_TASK_CONST.REFRESH_TIME);
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if(needRefresh) {
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const batchCode = genCode(8);
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await RoleModel.resetTowerCnt(roleId, curTime); // 重置派遣次数
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let {waitingTaskCode, doingTaskCode, doingIds} = getDoingOrWaitingTasks(curTasks, curTime);
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await TowerTaskRecModel.hideTask(roleId, waitingTaskCode); // 隐藏没有在做的任务
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await TowerTaskRecModel.updateBatchCode(roleId, doingTaskCode, batchCode); // 更新留下来的旧任务的batchCode
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await createCurTasks(towerLv, batchCode, roleId, roleName, doingTaskCode.length, TOWER_TASK_CONST.RAND_CNT-doingTaskCode.length, doingIds); // 新建任务
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curTasks = await TowerTaskRecModel.getCurTasks(roleId);
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// 重置派遣次数
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const role = await RoleModel.resetTowerCnt(roleId, curTime);
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towerTaskReCnt = role.towerTaskReCnt;
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}
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let refRemainTime = getRemainTime(curTime);
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let costGold = TOWER_TASK_CONST.COST_GOLD;
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let nextCostGold = calculateNum(GOLD_COST_RATIO.TOWER_TASK_REF, {num: towerTaskReCnt + 1}, 50);
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return resResult(STATUS.SUCCESS, { curTasks: treatTask(curTasks, curTime), refRemainTime, nextCostGold: costGold });
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return resResult(STATUS.SUCCESS, { curTasks: treatTask(curTasks, curTime), refRemainTime, nextCostGold });
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}
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async refreshTasks(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let curTime = new Date();
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let { towerLv, towerTaskCnt = 0 } = await RoleModel.findByRoleId(roleId);
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let { towerLv, towerTaskCnt = 0, towerTaskReCnt=0 } = await RoleModel.findByRoleId(roleId);
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if(TOWER_TASK_CONST.MAX_TASK_REF_CNT <= towerTaskCnt) { // 每派遣一个任务加一,最多8个完成任务
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return resResult(STATUS.TOWER_REF_CNT_NOT_ENOUGH);
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}
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let costGold = TOWER_TASK_CONST.COST_GOLD;
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let costGold = calculateNum(GOLD_COST_RATIO.TOWER_TASK_REF, {num: towerTaskReCnt}, 50);
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let {gold} = await RoleModel.findByRoleId(roleId);
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if(costGold > gold) {
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return resResult(STATUS.TOWER_GOLD_NOT_ENOUGH);
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@@ -197,9 +200,11 @@ export class TowerBattleHandler {
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await TowerTaskRecModel.updateBatchCode(roleId, doingTaskCode, batchCode); // 更新留下来的旧任务的batchCode
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await createCurTasks(towerLv, batchCode, roleId, roleName, 0, waitingTaskCode.length, doingIds);
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curTasks = await TowerTaskRecModel.getCurTasks(roleId);
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await RoleModel.increaseTowerRefCnt(roleId, 1);
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let refRemainTime = getRemainTime(curTime);
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return resResult(STATUS.SUCCESS, { curTasks: treatTask(curTasks, curTime), costGold, nextCostGold:costGold, refRemainTime});
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let nextCostGold = calculateNum(GOLD_COST_RATIO.TOWER_TASK_REF, {num: towerTaskReCnt + 1}, 50);
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return resResult(STATUS.SUCCESS, { curTasks: treatTask(curTasks, curTime), costGold, nextCostGold, refRemainTime});
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}
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async sendTaskHero(msg: {batchCode: string, tasks: Array<{taskCode: string, heroes: Array<number>}>}, session: BackendSession) {
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@@ -227,12 +232,12 @@ export class TowerBattleHandler {
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if (task.heroes.length !== taskInfo.actorNeeded) { // 武将数,从策划表中读取
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return resResult(STATUS.TOWER_TASK_MAX_HERO);
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}
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let hasHero = await checkBattleHeroes(roleId, task.heroes);
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if(!hasHero) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
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if (tasksCode.indexOf(task.taskCode) === -1) {
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return resResult(STATUS.TOWER_TASK_CODE_NOT_FOUND);
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}
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if (usedHeroes.length > 0) { // 是否在其他任务重使用了武将
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let hasHero = await checkBattleHeroes(roleId, task.heroes);
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if(!hasHero) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
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let used = !!task.heroes.find(seqId => usedHeroes.indexOf(seqId) !== -1);
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if (used) {
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return resResult(STATUS.TOWER_TASK_HERO_HAS_USED);
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