战力:修复战力

This commit is contained in:
luying
2021-08-13 19:34:08 +08:00
parent dadd548ffd
commit 6444f91c61
5 changed files with 52 additions and 43 deletions

View File

@@ -51,23 +51,23 @@ export class RoleHandler {
hid, lv: DEFAULT_HERO_LV, exp: getHeroExpByLv(DEFAULT_HERO_LV - 1) || 0
});
}
let heroes = await createHeroes(roleId, roleName, sid, serverId, funcs, heroInfos);
await createHeroes(roleId, roleName, sid, serverId, funcs, heroInfos);
session.set('roleName', roleName);
session.push('roleName', () => { });
let items = [].concat(DEFAULT_ITEMS, DEFAULT_EQUIPS, [getGoldObject(DEFAULT_GOLD)], [getCoinObject(DEFAULT_COIN)]);
await addItems(roleId, roleName, sid, items);
role = await RoleModel.updateRoleInfo(roleId, { hasInit: true, roleName }, true)
let calResult = await calAllHeroCe(HERO_SYSTEM_TYPE.INIT, sid, roleId, { hasInit: true, roleName });
let battleId = SCRIPT.SCRIPT_BATTLE_ID;
let warInfo = gameData.war.get(battleId);
await RScriptRecordModel.setScript(roleId, battleId, warInfo.warType, 2, SCRIPT.SCRIPT_NAME);
await checkPvp(role);
await checkPvp(calResult.role);
return resResult(STATUS.SUCCESS, {
roleId, roleName, ...heroes
roleId, roleName, heroes: calResult.heros
})
}
@@ -98,14 +98,14 @@ export class RoleHandler {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
let update = { title: title + 1 }
role = await calAllHeroCe(HERO_SYSTEM_TYPE.TITLE, sid, roleId, update);
let calResult = await calAllHeroCe(HERO_SYSTEM_TYPE.TITLE, sid, roleId, update);
// 任务
await checkTask(roleId, sid, funcs, TASK_TYPE.ROLE_TITLE, 1, false, { title });
//成长任务
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.ROLE_TITLE, update.title)
return resResult(STATUS.SUCCESS, { roleId, title: role.title });
return resResult(STATUS.SUCCESS, { roleId: calResult.role, title: role.title });
}
//神像强化
@@ -143,12 +143,12 @@ export class RoleHandler {
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
role = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH, sid, roleId, { teraphs }, [id]);
let calResult = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH, sid, roleId, { teraphs }, [id]);
// 任务
await checkTask(roleId, sid, funcs, TASK_TYPE.ROLE_TERAPH_STRENGTHEN, count, true, {});
return resResult(STATUS.SUCCESS, { roleId, teraphs: role.teraphs });
return resResult(STATUS.SUCCESS, { roleId, teraphs: calResult.role.teraphs });
}
//神像进阶
@@ -187,12 +187,12 @@ export class RoleHandler {
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
role = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH_UP, sid, roleId, { teraphs }, [id]);
let calResult = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH_UP, sid, roleId, { teraphs }, [id]);
// 神像进阶,进阶一次就触发一次礼包弹框
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.ROLE_TERAPH_STAGE_UP, 1)
return resResult(STATUS.SUCCESS, { roleId, teraphs: role.teraphs });
return resResult(STATUS.SUCCESS, { roleId, teraphs: calResult.role.teraphs });
}
// 获得百家学宫