修改天梯和共斗的返回值
This commit is contained in:
@@ -1,4 +1,6 @@
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import { STATUS } from './../../../consts/statusCode';
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import { Application, BackendSession } from 'pinus';
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import { resResult } from '../../../pubUtils/util';
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export default function(app: Application) {
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return new ComBattleHandler(app);
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@@ -31,13 +33,7 @@ export class ComBattleHandler {
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sid: tsid
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}]);
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return {
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code: 200,
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data: {
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users,
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battleId
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}
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}
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return resResult(STATUS.SUCCESS, { users, battleId });
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}
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/**
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@@ -59,17 +55,11 @@ export class ComBattleHandler {
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if (users.indexOf(roleId) === -1) {
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channel.add(roleId, sid);
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} else {
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return {
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code: 202,
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data: '不能重复加入'
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};
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return resResult(STATUS.COM_BATTLE_DUP_ENTER);
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}
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channel.pushMessage('onAddBattle', {users});
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return {
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code: 200,
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data: users
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}
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return resResult(STATUS.SUCCESS, { users });
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}
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async hurtHp(msg: {battleId: string, bossHurt: number, actorHurt: [{ actorId: number, actorHurt: number}]}, session: BackendSession) {
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@@ -87,9 +77,6 @@ export class ComBattleHandler {
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}
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channel.pushMessage('bossHp', {bossHp: this.bossHp}, undefined);
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return {
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code: 200,
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data: this.bossHp
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}
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return resResult(STATUS.SUCCESS, { bossHp: this.bossHp});
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}
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}
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@@ -1,3 +1,4 @@
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import { STATUS } from './../../../consts/statusCode';
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import { TOWER_TASK_CONST } from './../../../consts/consts';
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import { TowerTaskRecModel } from './../../../db/TowerTaskRec';
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import { HangUpSpdUpRecModel } from './../../../db/HangUpSpdUpRec';
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@@ -6,7 +7,7 @@ import { RoleModel } from './../../../db/Role';
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import { TowerRecordModel } from './../../../db/TowerRecord';
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import { Application, BackendSession } from 'pinus';
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import { getTaskById, getTaskIdByQuality, getTowerDataByLv } from '../../../pubUtils/gamedata';
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import { decodeArrayStr, decodeIdCntArrayStr, getRandEelm } from '../../../pubUtils/util';
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import { decodeArrayStr, decodeIdCntArrayStr, getRandEelm, resResult } from '../../../pubUtils/util';
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import { calcuHangUpReward, checkTaskConditions } from '../../../services/battleService';
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import { handleFixedReward } from '../../../services/rewardService';
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@@ -36,18 +37,15 @@ export class TowerBattleHandler {
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const sts = decodeArrayStr(warIds).map(id => {
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return {warId: parseInt(id), status: false};
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});
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await TowerRecordModel.createRecord({roleId, lv: towerLv, warStatus: sts});
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return { code: 201, data: '天梯记录异常' };
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towerRec = await TowerRecordModel.createRecord({roleId, lv: towerLv, warStatus: sts});
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// return { code: 201, data: '天梯记录异常' };
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}
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const data = {
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curLv: towerLv,
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usedHeroes: towerRec.heroes,
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progress: towerRec.warStatus
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};
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return {
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code: 200,
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data
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}
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return resResult(STATUS.SUCCESS, data);
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}
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/**
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@@ -59,34 +57,23 @@ export class TowerBattleHandler {
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let roleId = session.get('roleId');
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let { towerLv } = await RoleModel.findByRoleId(roleId);
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if (msg.towerLv !== towerLv) {
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return {code: 201, data: '只能重置当前层'};
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return resResult(STATUS.TOWER_RESET_ERR);
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}
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const record = await TowerRecordModel.resetRecordByLv(roleId, towerLv);
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if (!record) {
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return { code: 201, data: '重置错误'};
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return resResult(STATUS.TOWER_NOT_FOUND);
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}
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return { code: 200, data: { record } };
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return resResult(STATUS.SUCCESS, record);
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}
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async checkHangUpRewards(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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const { multi, timeReward } = await calcuHangUpReward(roleId);
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if (multi == 0) {
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return {
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code: 201,
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data: {
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msg: '尚未到可收取时间',
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}
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}
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return resResult(STATUS.TOWER_HANG_UP_NOT_VALID);
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}
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const rewards = decodeIdCntArrayStr(timeReward, multi);
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return {
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code: 200,
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data: {
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msg: '成功',
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rewards: Array.from(rewards, item => ({[item[0]]: item[1]}))
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}
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};
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return resResult(STATUS.SUCCESS, {rewards: Array.from(rewards, item => ({[item[0]]: item[1]}))});
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}
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async recHangUpRewards(msg: {}, session: BackendSession) {
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@@ -94,64 +81,32 @@ export class TowerBattleHandler {
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let roleName = session.get('roleName');
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const { multi, timeReward, endLv, endTime } = await calcuHangUpReward(roleId);
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if (multi == 0) {
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return {
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code: 201,
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data: {
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msg: '尚未到可收取时间',
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}
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}
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return resResult(STATUS.TOWER_HANG_UP_NOT_VALID);
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}
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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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return {
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code : 200,
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data: {
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msg: '成功',
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goods, hangUpRec: newRec
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}
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}
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return resResult(STATUS.SUCCESS, { goods, hangUpRec: newRec });
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}
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async hangUpSpeedUp(msg: {speedUpCnt: number}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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if (msg.speedUpCnt <= 0) {
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return {
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code: 201,
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data: {
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msg: '加速参数错误',
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}
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};
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return resResult(STATUS.WRONG_PARMS);
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}
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const curTime = new Date();
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const { multi, timeReward, endLv } = await calcuHangUpReward(roleId, true, msg.speedUpCnt, curTime);
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if (multi <= 0) {
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return {
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code: 201,
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data: {
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msg: '今日加速次数不足'
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}
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};
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resResult(STATUS.TOWER_NOT_ENOUGH_HANG_UP_TIME);
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}
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const role = await RoleModel.hangUpSpdUp(roleId, multi, curTime);
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if (!role) {
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return {
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code: 201,
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data: {
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msg: '不满足加速条件'
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}
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};
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return resResult(STATUS.TOWER_HANG_UP_FAILED);
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}
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const spdUpRec = await HangUpSpdUpRecModel.updateRec(roleId, roleName, multi, endLv);
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const goods = await handleFixedReward(roleId, roleName, timeReward, multi);
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return {
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code : 200,
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data: {
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msg: '成功',
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goods, rewardLv: endLv, spdUpRec
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}
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};
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return resResult(STATUS.SUCCESS, { goods, rewardLv: endLv, spdUpRec });
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}
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async getTasks(msg: {}, session: BackendSession) {
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@@ -167,20 +122,14 @@ export class TowerBattleHandler {
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})
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curTasks = await TowerTaskRecModel.createTasks(roleId, roleName, taskIds);
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}
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return {
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code: 200,
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data: {
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msg: '成功',
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curTasks
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}
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}
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return resResult(STATUS.SUCCESS, { curTasks });
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}
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async sendTaskHero(msg: {batchCode: string, tasks: Array<{taskCode: string, heroes: Array<number>}>}, session: BackendSession) {
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let roleId = session.get('roleId');
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const curTasks = await TowerTaskRecModel.getCurTasks(roleId);
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if (!curTasks || curTasks.length == 0) {
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return { code: 201, data: {msg: '没有可用派遣任务'}};
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return resResult(STATUS.TOWER_TASK_NOT_FOUND);
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}
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let usedHeroes = [];
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const tasksCode = [];
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@@ -190,7 +139,7 @@ export class TowerBattleHandler {
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});
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for (let task of msg.tasks) {
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if (task.heroes.length > TOWER_TASK_CONST.MAX_HEROES_NUM) {
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return { code: 201, data: {msg: '一个任务最多派遣三个武将'}};
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return resResult(STATUS.TOWER_TASK_MAX_HERO);
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}
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if (usedHeroes.length > 0) {
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let used = false;
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@@ -200,25 +149,19 @@ export class TowerBattleHandler {
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}
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})
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if (used) {
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return { code: 201, data: {msg: '武将已经派遣到其他任务'}};
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return resResult(STATUS.TOWER_TASK_HERO_HAS_USED);
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}
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}
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if (tasksCode.indexOf(task.taskCode) === -1) {
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return { code: 201, data: {msg: '未找到此任务编号'}};
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return resResult(STATUS.TOWER_TASK_CODE_NOT_FOUND);
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}
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}
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const curTime = new Date();
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const recs = await TowerTaskRecModel.sendHeroes(roleId, msg.batchCode, msg.tasks, curTime);
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if (!recs || recs.length === 0) {
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return { code: 201, data: {msg: '任务更新失败,请检查任务编号'}};
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}
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return {
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code: 200,
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data: {
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msg: '派遣成功',
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tasks: recs
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}
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return resResult(STATUS.TOWER_TASK_SEND_ERR);
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}
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return resResult(STATUS.SUCCESS, { tasks: recs });
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}
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async settleTask(msg: {batchCode: string, taskCode: string}, session: BackendSession) {
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@@ -230,13 +173,13 @@ export class TowerBattleHandler {
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const curTime = new Date();
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const curTasks = await TowerTaskRecModel.getCurTasks(roleId);
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if (!curTasks || curTasks.length == 0) {
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return { code: 201, data: {msg: '没有可用派遣任务'}};
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return resResult(STATUS.TOWER_TASK_NOT_FOUND);
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}
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const compTasks = [];
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let goods = [];
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for (let task of curTasks) {
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if (task.batchCode !== msg.batchCode) {
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return { code: 201, data: {msg: '派遣编码错误'}};
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return resResult(STATUS.TOWER_TASK_BATCH_NOT_FOUND);
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}
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if ((allFlag || task.taskCode === msg.taskCode) && task.status === 1) {
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let {completeTime, reward, bonusCondition, bonus} = getTaskById(task.taskId);
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@@ -253,12 +196,6 @@ export class TowerBattleHandler {
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}
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}
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await TowerTaskRecModel.finishTask(msg.batchCode, compTasks);
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return {
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code: 200,
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data: {
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msg: '成功',
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compTasks, goods
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}
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}
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return resResult(STATUS.SUCCESS, { compTasks, goods });
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}
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}
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@@ -49,7 +49,18 @@ export const STATUS = {
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TOWER_WRONG_BATTLE_ID: { code: 20503, simStr: '战斗 Id 异常' },
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TOWER_DUPLICATE_HERO: { code: 20504, simStr: '使用了重复的武将' },
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TOWER_DUPLICATE_CHALLENGE: { code: 20505, simStr: '天梯关卡不能重复挑战' },
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TOWER_NOT_FOUND: { code: 20506, simStr: '没有找到合适的天梯记录' },
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TOWER_HANG_UP_NOT_VALID: { code: 20507, simStr: '尚未到可收取时间' },
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TOWER_NOT_ENOUGH_HANG_UP_TIME: { code: 20508, simStr: '今日加速次数不足' },
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TOWER_HANG_UP_FAILED: { code: 20509, simStr: '不满足加速条件' },
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TOWER_TASK_NOT_FOUND: { code: 20510, simStr: '没有可用派遣任务' },
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TOWER_TASK_MAX_HERO: { code: 20511, simStr: '超过派遣武将最大人数' },
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TOWER_TASK_HERO_HAS_USED: { code: 20512, simStr: '武将已经派遣到其他任务' },
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TOWER_TASK_CODE_NOT_FOUND: { code: 20513, simStr: '未找到此任务编号' },
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TOWER_TASK_SEND_ERR: { code: 20514, simStr: '任务派遣失败,请检查任务编号' },
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TOWER_TASK_BATCH_NOT_FOUND: { code: 20515, simStr: '派遣编码错误' },
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// 共斗 20600 - 20699
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COM_BATTLE_DUP_ENTER: { code: 20601, simStr: '不能重复加入' },
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// 养成相关状态 30000 - 39999
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// 社交相关状态 40000 - 49999
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// 运营模块相关状态 50000 - 59999
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