天梯返回数据中增加字段
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@@ -68,12 +68,12 @@ export class TowerBattleHandler {
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async checkHangUpRewards(msg: {}, session: BackendSession) {
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async checkHangUpRewards(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleId = session.get('roleId');
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const { multi, timeReward } = await calcuHangUpReward(roleId);
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const { multi, timeReward, startTime } = await calcuHangUpReward(roleId);
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if (multi == 0) {
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if (multi == 0) {
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return resResult(STATUS.TOWER_HANG_UP_NOT_VALID);
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return resResult(STATUS.TOWER_HANG_UP_NOT_VALID);
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}
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}
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const rewards = decodeIdCntArrayStr(timeReward, multi);
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const rewards = decodeIdCntArrayStr(timeReward, multi);
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return resResult(STATUS.SUCCESS, {rewards: Array.from(rewards, item => ({[item[0]]: item[1]}))});
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return resResult(STATUS.SUCCESS, {startTime, rewards: Array.from(rewards, item => ({[item[0]]: item[1]}))});
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}
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}
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async recHangUpRewards(msg: {}, session: BackendSession) {
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async recHangUpRewards(msg: {}, session: BackendSession) {
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@@ -85,7 +85,7 @@ export class TowerBattleHandler {
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}
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}
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const goods = await handleFixedReward(roleId, roleName, timeReward, multi);
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const goods = await handleFixedReward(roleId, roleName, timeReward, multi);
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const newRec = await HangUpRecordModel.updateRec(roleId, roleName, endLv, endTime);
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const newRec = await HangUpRecordModel.updateRec(roleId, roleName, endLv, endTime);
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return resResult(STATUS.SUCCESS, { goods, hangUpRec: newRec });
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return resResult(STATUS.SUCCESS, { endTime, goods, hangUpRec: newRec });
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}
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}
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async hangUpSpeedUp(msg: {speedUpCnt: number}, session: BackendSession) {
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async hangUpSpeedUp(msg: {speedUpCnt: number}, session: BackendSession) {
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@@ -102,7 +102,7 @@ async function startHangUp(roleId: string, roleName: string) {
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export async function calcuHangUpReward(roleId: string, speedUp = false, speedUpCnt = 1, curTime = new Date()) {
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export async function calcuHangUpReward(roleId: string, speedUp = false, speedUpCnt = 1, curTime = new Date()) {
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let { towerLv, hangUpSpdUpCnt, lastSpdUpTime } = await RoleModel.findByRoleId(roleId);
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let { towerLv, hangUpSpdUpCnt, lastSpdUpTime } = await RoleModel.findByRoleId(roleId);
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let { startLv, startTime} = await HangUpRecordModel.getCurRec(roleId);
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let { startTime} = await HangUpRecordModel.getCurRec(roleId);
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let towerInfo = getTowerDataByLv(towerLv - 1); // towerLv 是当前层,奖励计算按照已经通过的层,即上一层
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let towerInfo = getTowerDataByLv(towerLv - 1); // towerLv 是当前层,奖励计算按照已经通过的层,即上一层
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let multi = 1; // 结算奖励的倍数,受最大时间限制
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let multi = 1; // 结算奖励的倍数,受最大时间限制
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let multiReal = 1; // 距开始挂机实际过去的时间单位
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let multiReal = 1; // 距开始挂机实际过去的时间单位
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@@ -120,6 +120,7 @@ export async function calcuHangUpReward(roleId: string, speedUp = false, speedUp
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}
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}
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return {
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return {
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endLv: towerLv - 1,
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endLv: towerLv - 1,
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startTime,
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endTime: new Date(startTime.getTime() + multiReal * HANG_UP_CONSTS.UNIT_TIME),
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endTime: new Date(startTime.getTime() + multiReal * HANG_UP_CONSTS.UNIT_TIME),
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timeReward: towerInfo.timeReward,
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timeReward: towerInfo.timeReward,
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multi
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multi
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