寻宝:战力限制
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@@ -61,8 +61,12 @@ export class ComBattleHandler {
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if (!enoughBlueprt) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_ENOUGH);
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if (!enoughBlueprt) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_ENOUGH);
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const roleInfo = await RoleModel.findByRoleId(roleId, null, true);
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const roleInfo = await RoleModel.findByRoleId(roleId, null, true);
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const { lv } = roleInfo;
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const { lv, topLineupCe } = roleInfo;
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if (lv < COM_BTL_CONST.ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
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if (lv < COM_BTL_CONST.ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
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if(ceLimit && ceLimit > topLineupCe * (1 + COM_BTL_CONST.ROBOT_CE_RATIO)) {
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return resResult(STATUS.COM_BATTLE_CREATE_CE_LIMIT)
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}
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let channelService = this.app.get('channelService');
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let channelService = this.app.get('channelService');
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let channel = channelService.getChannel(teamCode, true);
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let channel = channelService.getChannel(teamCode, true);
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@@ -54,8 +54,8 @@ export function getRandComBtlRobots(topLineupCe: number, ceLimit: number, lv: nu
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if (robotHeroes && robotInfos && robotHeroes.length && robotInfos.length && robotInfos.length === robotHeroes.length) {
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if (robotHeroes && robotInfos && robotHeroes.length && robotInfos.length && robotInfos.length === robotHeroes.length) {
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robotHeroes.forEach((robot, idx) => {
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robotHeroes.forEach((robot, idx) => {
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let robotCe = 0;
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let robotCe = 0;
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if (ceLimit) {
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if (ceLimit && ceLimit > 0) {
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robotCe = getRandValueByMinMax(ceLimit * COM_BTL_CONST.ROBOT_CE_LIMIT_MIN, ceLimit * COM_BTL_CONST.ROBOT_CE_LIMIT_MAX, 0);
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robotCe = getRandValueByMinMax(ceLimit, (topLineupCe || 0) * (1 + COM_BTL_CONST.ROBOT_CE_RATIO), 0);
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} else {
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} else {
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robotCe = getRandValue(topLineupCe || 0, COM_BTL_CONST.ROBOT_CE_RATIO, 0);
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robotCe = getRandValue(topLineupCe || 0, COM_BTL_CONST.ROBOT_CE_RATIO, 0);
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}
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}
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@@ -132,8 +132,6 @@ export const COM_BTL_CONST = {
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ROBOT_HURT_RAND_RATE: 0.05, // 每个机器人消耗 boss 血量百分比浮动范围
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ROBOT_HURT_RAND_RATE: 0.05, // 每个机器人消耗 boss 血量百分比浮动范围
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FRDCNT_DROP: 10, // 每场情谊点掉落
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FRDCNT_DROP: 10, // 每场情谊点掉落
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ROBOT_CE_RATIO: 0.2, // 没有战力限制的情况下机器人战力上下浮动百分比
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ROBOT_CE_RATIO: 0.2, // 没有战力限制的情况下机器人战力上下浮动百分比
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ROBOT_CE_LIMIT_MIN: 1.05, // 有战力限制的情况下机器人战力最小倍数
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ROBOT_CE_LIMIT_MAX: 1.15, // 有战力限制的情况下机器人战力最大倍数
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ASSIST_TIME: 60 * 1000, // 助战匹配机器人的等待时长
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ASSIST_TIME: 60 * 1000, // 助战匹配机器人的等待时长
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MIN_CAP_TIME: 40 * 1000, // 队长匹配机器人的等待时长
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MIN_CAP_TIME: 40 * 1000, // 队长匹配机器人的等待时长
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MAX_CAP_TIME: 55 * 1000, // 队长匹配机器人的等待时长
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MAX_CAP_TIME: 55 * 1000, // 队长匹配机器人的等待时长
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@@ -123,6 +123,7 @@ export const STATUS = {
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COM_BATTLE_SET_FRD_ERR: { code: 20630, simStr: '设置情谊助战异常' },
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COM_BATTLE_SET_FRD_ERR: { code: 20630, simStr: '设置情谊助战异常' },
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COM_BATTLE_BLACKLIST: { code: 20633, simStr: '队伍中存在黑名单玩家' },
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COM_BATTLE_BLACKLIST: { code: 20633, simStr: '队伍中存在黑名单玩家' },
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COM_BATTLE_BE_KICKED: { code: 20634, simStr: '您已被队伍踢出,无法加入'},
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COM_BATTLE_BE_KICKED: { code: 20634, simStr: '您已被队伍踢出,无法加入'},
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COM_BATTLE_CREATE_CE_LIMIT: { code: 20635, simStr: '你的战力不足,不可设置该级别限制' },
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// 共斗藏宝图合成
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// 共斗藏宝图合成
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COM_BLUEPRT_QUALITY_CANNOT_COMPOSE: { code: 20630, simStr: '该品质藏宝图不可合成' },
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COM_BLUEPRT_QUALITY_CANNOT_COMPOSE: { code: 20630, simStr: '该品质藏宝图不可合成' },
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COM_BLUEPRT_COUNT_ERROR: { code: 20631, simStr: '材料数量不足' },
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COM_BLUEPRT_COUNT_ERROR: { code: 20631, simStr: '材料数量不足' },
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