✨ feat(共鸣系统): 新增
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@@ -486,6 +486,34 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
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ceChangeTxt.push(`重生武将重新计算, 重生武将hids:${hids}`);
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break;
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}
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case HERO_SYSTEM_TYPE.RESONANCE_CAL: // 43. 共鸣
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{
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let hids = [];
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let { jewels, heroes, artifacts } = param;
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for (let { hid, skinId, lv, quality, star, starStage, colorStar, colorStarStage, job, jobStage, connections, skins, ePlace } of heroes) {
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calCe.setHeroBase(hid, skinId);
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calCe.setHeroLv(hid, lv);
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calCe.setHeroStar(hid, job, quality, star, starStage, colorStar, colorStarStage);
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calCe.setJob(hid, job, jobStage);
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calCe.setConnection(hid, connections);
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calCe.setTalent(hid, skins);
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calCe.clearEquip(hid);
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for (let { id, equipId, star, starStage, quality, qualityStage, lv: equipLv, stones, jewel } of ePlace) {
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calCe.setEquipQuality(hid, id, equipId, quality, qualityStage);
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calCe.setEquipStrength(hid, id, equipId, equipLv);
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calCe.setEquipStar(hid, id, equipId, star, starStage);
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let curJewel = jewels.find(cur => cur.seqId == jewel);
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calCe.setJewel(hid, id, stones, curJewel);
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calCe.setStone(hid, id, stones);
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}
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let artifact = artifacts.find(cur => cur.hid == hid);
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if (artifact) calCe.setPutArtifact(hid, skinId, job, artifact);
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calCe.setEquipSuit(hid, skinId, ePlace);
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hids.push(hid);
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}
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ceChangeTxt.push(`共鸣系统武将重新计算, 重生武将hids:${hids}`);
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break;
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}
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}
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let { heroCe, roleInc } = calCe.getCeInc(); // 计算战力,获得有变化的武将战力
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let changeHids: number[] = [];
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