fix 秘境json字段
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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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