任务:镇念塔、秘境任务修复
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@@ -1,5 +1,5 @@
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import { STATUS } from './../../../consts/statusCode';
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import { STATUS } from './../../../consts/statusCode';
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import { HANG_UP_CONSTS, ITEM_CHANGE_REASON, MSG_SOURCE, REDIS_KEY } from './../../../consts';
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import { HANG_UP_CONSTS, ITEM_CHANGE_REASON, MSG_SOURCE, REDIS_KEY, TASK_TYPE } from './../../../consts';
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import { TaskHero, TowerTaskRecModel, TowerTaskRecType } from './../../../db/TowerTaskRec';
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import { TaskHero, TowerTaskRecModel, TowerTaskRecType } from './../../../db/TowerTaskRec';
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import { HangUpSpdUpRecModel } from './../../../db/HangUpSpdUpRec';
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import { HangUpSpdUpRecModel } from './../../../db/HangUpSpdUpRec';
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import { HangUpRecordModel } from './../../../db/HangUpRecord';
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import { HangUpRecordModel } from './../../../db/HangUpRecord';
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@@ -19,6 +19,7 @@ import { pushTowerMsg } from '../../../services/sysChatService';
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import { WarStar } from '../../../domain/dbGeneral';
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import { WarStar } from '../../../domain/dbGeneral';
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import { RewardInter } from '../../../pubUtils/interface';
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import { RewardInter } from '../../../pubUtils/interface';
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import { combineItems } from '../../../services/role/util';
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import { combineItems } from '../../../services/role/util';
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import { checkTask } from '../../../services/task/taskService';
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export default function(app: Application) {
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export default function(app: Application) {
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return new TowerBattleHandler(app);
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return new TowerBattleHandler(app);
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@@ -329,6 +330,7 @@ export class TowerBattleHandler {
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pushTowerMsg(roleId, roleName, serverId, MSG_SOURCE.TOWER_SUC, role.towerLv);
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pushTowerMsg(roleId, roleName, serverId, MSG_SOURCE.TOWER_SUC, role.towerLv);
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let data = await getTowerStatus(role);
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let data = await getTowerStatus(role);
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await checkTask(serverId, roleId, sid, TASK_TYPE.BATTLE_TOWER_LV, { towerLv: role.towerLv - 1 });
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return resResult(STATUS.SUCCESS, { ...data, goods });
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return resResult(STATUS.SUCCESS, { ...data, goods });
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}
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}
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@@ -686,7 +686,7 @@ export class CheckSingleTask {
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{
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{
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let { warId, count } = param;
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let { warId, count } = param;
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let dicWar = gameData.war.get(warId);
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let dicWar = gameData.war.get(warId);
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if (dicWar.warType == WAR_TYPE.MYSTERY || dicWar.warType == WAR_TYPE.MYSTERY_ELITE && this.checkIdList(dicTaskParam, 0, warId)) {
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if ((dicWar.warType == WAR_TYPE.MYSTERY || dicWar.warType == WAR_TYPE.MYSTERY_ELITE) && this.checkIdList(dicTaskParam, 0, warId)) {
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result = { inc: count };
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result = { inc: count };
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}
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}
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break;
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break;
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