战力:修复战力
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@@ -51,23 +51,23 @@ export class RoleHandler {
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hid, lv: DEFAULT_HERO_LV, exp: getHeroExpByLv(DEFAULT_HERO_LV - 1) || 0
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});
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}
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let heroes = await createHeroes(roleId, roleName, sid, serverId, funcs, heroInfos);
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await createHeroes(roleId, roleName, sid, serverId, funcs, heroInfos);
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session.set('roleName', roleName);
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session.push('roleName', () => { });
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let items = [].concat(DEFAULT_ITEMS, DEFAULT_EQUIPS, [getGoldObject(DEFAULT_GOLD)], [getCoinObject(DEFAULT_COIN)]);
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await addItems(roleId, roleName, sid, items);
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role = await RoleModel.updateRoleInfo(roleId, { hasInit: true, roleName }, true)
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let calResult = await calAllHeroCe(HERO_SYSTEM_TYPE.INIT, sid, roleId, { hasInit: true, roleName });
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let battleId = SCRIPT.SCRIPT_BATTLE_ID;
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let warInfo = gameData.war.get(battleId);
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await RScriptRecordModel.setScript(roleId, battleId, warInfo.warType, 2, SCRIPT.SCRIPT_NAME);
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await checkPvp(role);
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await checkPvp(calResult.role);
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return resResult(STATUS.SUCCESS, {
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roleId, roleName, ...heroes
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roleId, roleName, heroes: calResult.heros
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})
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}
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@@ -98,14 +98,14 @@ export class RoleHandler {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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let update = { title: title + 1 }
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role = await calAllHeroCe(HERO_SYSTEM_TYPE.TITLE, sid, roleId, update);
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let calResult = await calAllHeroCe(HERO_SYSTEM_TYPE.TITLE, sid, roleId, update);
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// 任务
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await checkTask(roleId, sid, funcs, TASK_TYPE.ROLE_TITLE, 1, false, { title });
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//成长任务
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await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.ROLE_TITLE, update.title)
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return resResult(STATUS.SUCCESS, { roleId, title: role.title });
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return resResult(STATUS.SUCCESS, { roleId: calResult.role, title: role.title });
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}
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//神像强化
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@@ -143,12 +143,12 @@ export class RoleHandler {
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if (!result)
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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role = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH, sid, roleId, { teraphs }, [id]);
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let calResult = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH, sid, roleId, { teraphs }, [id]);
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// 任务
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await checkTask(roleId, sid, funcs, TASK_TYPE.ROLE_TERAPH_STRENGTHEN, count, true, {});
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return resResult(STATUS.SUCCESS, { roleId, teraphs: role.teraphs });
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return resResult(STATUS.SUCCESS, { roleId, teraphs: calResult.role.teraphs });
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}
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//神像进阶
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@@ -187,12 +187,12 @@ export class RoleHandler {
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if (!result)
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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role = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH_UP, sid, roleId, { teraphs }, [id]);
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let calResult = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH_UP, sid, roleId, { teraphs }, [id]);
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// 神像进阶,进阶一次就触发一次礼包弹框
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await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.ROLE_TERAPH_STAGE_UP, 1)
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return resResult(STATUS.SUCCESS, { roleId, teraphs: role.teraphs });
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return resResult(STATUS.SUCCESS, { roleId, teraphs: calResult.role.teraphs });
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}
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// 获得百家学宫
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@@ -22,7 +22,8 @@ interface calPlayerReturn {
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guild?: GuildType;
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hero?: HeroType;
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pushHeros: {hid: number, ce: number, incHeroCe: number}[];
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topLineupCe: number
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topLineupCe: number;
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heros?: HeroType[]
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}
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//修改并下发战力
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@@ -53,7 +54,7 @@ export async function calAllHeroCe(type:number, sid: string, roleId: string, upd
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if(result.pushHeros.length > 0) {
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return await pushCalAllHeroCe(roleId, sid, result);
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} else {
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return result.role;
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return result;
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}
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}
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@@ -68,7 +69,7 @@ export async function pushCalAllHeroCe(roleId: string, sid: string, calResult: c
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}
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updateRank(roleId, serverId, topLineupCe, role, pushHeros);
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return role;
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return calResult;
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}
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@@ -3,7 +3,6 @@ import BaseModel from './BaseModel';
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import { index, getModelForClass, prop, DocumentType, Ref, mongoose } from '@typegoose/typegoose';
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import User from './User';
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import { shouldRefresh, reduceCe } from '../pubUtils/util';
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import { initRoleAtrr } from '../pubUtils/playerCe';
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import { nowSeconds, getTimeFunD } from '../pubUtils/timeUtil';
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import { Figure } from '../domain/dbGeneral';
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import { BAG, EXTERIOR } from '../pubUtils/dicParam';
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@@ -330,7 +329,6 @@ export default class Role extends BaseModel {
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const doc = new RoleModel();
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const update = Object.assign(doc.toJSON(), roleInfo, { userInfo: user, serverType: user.serverType, serverId });
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const role: RoleType = await RoleModel.findOneAndUpdate({ 'userInfo.uid': uid, serverId }, update, { upsert: true, new: true }).lean(lean);
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initRoleAtrr(role);
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return role;
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}
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@@ -63,7 +63,7 @@ function parseCeAttr(maxStage: number, str: string) {
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if (!str) return result;
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let decodeArr = decodeArrayListStr(str);
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for (let i = 1; i <= maxStage; i++) {
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let [id, attr] = decodeArr[i]||[i.toString(), "0"];
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let [id, attr] = decodeArr[i - 1]||[i.toString(), "0"];
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if (isNaN(parseInt(id)) || isNaN(parseInt(attr))) {
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throw new Error('data table format wrong');
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}
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@@ -62,7 +62,7 @@ export async function reCalAllHeroCe(type: number, roleId: string, update: RoleU
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let heros = await HeroModel.findByRole(roleId);
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let roleAttrs = await reCalRoleAttr(type, heros, role, update, args);
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if(!roleAttrs) return {role, pushHeros: [], ce: role.ce, topLineupCe: role.topLineupCe, serverId: role.serverId}; // 无加成
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if(!roleAttrs) return {role, pushHeros: [], ce: role.ce, topLineupCe: role.topLineupCe, serverId: role.serverId, heros }; // 无加成
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let pushHeros = new Array<{ hid: number, ce: number, incHeroCe: number }>();
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@@ -92,7 +92,7 @@ export async function reCalAllHeroCe(type: number, roleId: string, update: RoleU
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role = await RoleModel.updateRoleInfo(roleId, update);
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let guild = await GuildModel.updateCe(roleId, allIncCe); // 公会更新战力
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return { role, pushHeros, ce: role.ce, topLineupCe: role.topLineupCe, guild, serverId: role.serverId }
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return { role, pushHeros, ce: role.ce, topLineupCe: role.topLineupCe, guild, serverId: role.serverId, heros }
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}
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@@ -100,6 +100,9 @@ export async function reCalAllHeroCe(type: number, roleId: string, update: RoleU
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async function reCalRoleAttr(type: number, heros: Array<HeroType>, role: RoleType, update: RoleUpdate, args: Array<number>) {
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let { attr: roleAttrs } = role;
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switch (type) {
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case HERO_SYSTEM_TYPE.INIT:
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roleAttrs = calRoleInit(role);
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break;
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case HERO_SYSTEM_TYPE.ADD_SKIN:
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roleAttrs = calHeroAddSkin(role, args);
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break;
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@@ -253,6 +256,22 @@ export function calHeroInitIncAttr(hero: HeroType, addSeidList: Array<number>, r
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// }
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}
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/**
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* 初始全局加成
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* @param args
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* @param ceAttr
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*/
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function calRoleInit(role: RoleType) {
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let { attr: roleAttrs, teraphs } = role;
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delete role._id;
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roleAttrs = calTitle({...role, title: 0}, role); // 计算初始爵位带来的全局
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for(let {id} of teraphs) {
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roleAttrs = calTeraphMainAttr({ ...role, teraphs: [] }, role, id);
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}
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role.attr = roleAttrs;
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return roleAttrs;
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}
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/**
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* 添加皮肤全局加成
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* @param args
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@@ -617,6 +636,7 @@ export function calHeroFavourUpIncAttr(originHero: HeroType, update: HeroUpdate)
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let { favourLv: oldFavourLv, attr: heroAttrs } = originHero;
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let { favourLv = oldFavourLv } = update;
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let currentFiendShipLevel = gameData.friendShipLevelMap.get(favourLv);
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let difAdd = currentFiendShipLevel.add;
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if (oldFavourLv && oldFavourLv > 0) { // 减上一级好感
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@@ -627,7 +647,7 @@ export function calHeroFavourUpIncAttr(originHero: HeroType, update: HeroUpdate)
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for (let {shipId, level} of originHero.connections) {
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let dicHeroFriendShip = getFriendShipById(shipId, level);
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for (let attr of dicHeroFriendShip.attributes) {
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let fixUp = attr.number * (HERO_CE_RATIO + difAdd);
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let fixUp = (attr.number + difAdd ) * HERO_CE_RATIO;
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updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp } });
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}
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}
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@@ -1050,22 +1070,21 @@ function calTitle(role: RoleType, update: RoleUpdate) {
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let { title: oldTitle, attr: roleAttrs } = role;
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let { title: newTitle = oldTitle } = update;
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for(let title = oldTitle; title <= newTitle; title++) {
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let dicTitle = gameData.title.get(title);
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if(!dicTitle) break;
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for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) {
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if(dicTitle.mainAttrValue.has(i)) {
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let fixUp = dicTitle.mainAttrValue.get(i) * HERO_CE_RATIO;
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updateRoleAttr(roleAttrs, i, { inc: { fixUp }});
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}
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if(dicTitle.assiAttrValue.has(i)) {
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let fixUp = dicTitle.assiAttrValue.get(i) * HERO_CE_RATIO;
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updateRoleAttr(roleAttrs, i, { inc: { fixUp }});
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}
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let dicOldTitle = gameData.title.get(oldTitle)||{ mainAttrValue: new Map(), assiAttrValue: new Map() };
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let dicNewTitle = gameData.title.get(newTitle);
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console.log('***** oldTitle, newTitle', oldTitle, newTitle);
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for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) {
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if (dicNewTitle.mainAttrValue.has(i) || dicOldTitle.mainAttrValue.has(i)) {
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console.log()
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let fixUp = ((dicNewTitle.mainAttrValue.get(i) || 0) - (dicOldTitle.mainAttrValue.get(i) || 0)) * HERO_CE_RATIO;
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updateRoleAttr(roleAttrs, i, { inc: { fixUp } });
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}
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if (dicNewTitle.assiAttrValue.has(i) || dicOldTitle.mainAttrValue.has(i)) {
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let fixUp = ((dicNewTitle.assiAttrValue.get(i) || 0) - (dicOldTitle.assiAttrValue.get(i) || 0)) * HERO_CE_RATIO;
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updateRoleAttr(roleAttrs, i, { inc: { fixUp } });
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}
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}
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return roleAttrs;
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}
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@@ -1124,13 +1143,4 @@ function calTeraphAssistAttr(role: RoleType, update: RoleUpdate, id: number) {
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updateRoleAttr(roleAttrs, attrId, { inc: { ratioUp } });
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});
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return roleAttrs;
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}
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/**
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* 全局加成初始化
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* @param role
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*/
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export function initRoleAtrr(role: RoleType) {
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delete role._id;
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calTitle({...role, title: 0}, role); // 计算初始爵位带来的全局
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}
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}
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