添加远征每日重置
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@@ -5,9 +5,9 @@ import { ExpeditionRecordModel } from '../../../db/ExpeditionRecord';
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import { ExpeditionWarRecordModel } from '../../../db/ExpeditionWarRecord';
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import { ExpeditionPointModel } from '../../../db/ExpeditionPoint';
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import { RoleModel } from '../../../db/Role';
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import { calculateSumCE, genCode, setLocalHours } from '../../../pubUtils/util';
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import { matchPlayers, matchRobots, getPointRewardStatus, getCEScaleAndRange } from '../../../services/expeditionService';
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import { EXPEDITION_INCREASE_POINT } from '../../../consts/consts';
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import { calculateSumCE, genCode } from '../../../pubUtils/util';
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import { matchPlayers, matchRobots, getPointRewardStatus, getCEScaleAndRange, getResetRemainCnt } from '../../../services/expeditionService';
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import { EXPEDITION_CONST } from '../../../consts/consts';
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import { WarReward } from '../../../services/warRewardService';
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import { handleFixedReward } from '../../../services/rewardService';
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import { getAp, setAp } from '../../../services/actionPointService';
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@@ -31,14 +31,13 @@ export class ExpeditionBattleHandler {
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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// 每日刷新,刷新关卡进度,宝箱进度,武将状态
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let now = new Date();
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let today = setLocalHours(0, now);
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let expeditionRecord = await ExpeditionRecordModel.getTodayRecord(roleId, today);
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if(!expeditionRecord) { // 每天新建一条记录
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let code = genCode(8);
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expeditionRecord = await ExpeditionRecordModel.createTodayRecord(code, {
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roleId, roleName, time: today, heroes: []
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// 获取远征关卡状态
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let expeditionRecord = await ExpeditionRecordModel.getCurRecord(roleId);
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if(!expeditionRecord) { // 首次新建一条记录
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// 我方战力(暂定)
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let myCe = await calculateSumCE(roleId, 1, { num: 5 });
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expeditionRecord = await ExpeditionRecordModel.createRecord({
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roleId, roleName, heroes: [], myCe
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});
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}
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@@ -50,15 +49,54 @@ export class ExpeditionBattleHandler {
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curLv = expeditionWarRecord[expeditionWarRecord.length - 1].expeditionId;
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}
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// 重置次数
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let role = await RoleModel.findByRoleId(roleId);
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let curTime = new Date();
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let {resetCnt} = await getResetRemainCnt(curTime, roleId, role);
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// 点数,和宝箱领取状态
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let pointRewards = await getPointRewardStatus(roleId);
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let pointRewards = await getPointRewardStatus(roleId, role);
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return resResult(STATUS.SUCCESS, {
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expeditionCode,
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curLv,
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expeditionWarRecord,
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pointRewards,
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heroes
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heroes,
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resetCnt
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});
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}
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/**
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* 重置远征本
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* 每天5点可以重置远征本 */
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async resetStatus(msg: { }, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let curTime = new Date();
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let {needRefresh, resetCnt} = await getResetRemainCnt(curTime, roleId);
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if(resetCnt <= 0) {
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return resResult(STATUS.EXPEDITION_RESET_NUM_NOT_ENOUGH)
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}
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await ExpeditionRecordModel.hideRecord(roleId); // 刷掉旧关卡
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// 我方战力(暂定)
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let myCe = await calculateSumCE(roleId, 1, { num: 5 });
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// 每一关的挑战状态
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let { expeditionCode, heroes } = await ExpeditionRecordModel.createRecord({
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roleId, roleName, heroes: [], myCe
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});
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await RoleModel.increaseExpeditionResetCnt(roleId, needRefresh, curTime);
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return resResult(STATUS.SUCCESS, {
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expeditionCode,
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curLv: 0,
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expeditionWarRecord: [],
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heroes,
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resetCnt: resetCnt - 1
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});
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}
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@@ -72,12 +110,10 @@ export class ExpeditionBattleHandler {
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// const roleName = session.get('roleName');
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const { expeditionCode, expeditionId } = msg;
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let { myCe } = await ExpeditionRecordModel.getExpeditionRecordByCode(expeditionCode);
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let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCodeAndId(expeditionCode, expeditionId);
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if(!expeditionWarRecord) { // 如果没有信息
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// 计算我方战斗力(最高五人)
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let myCe = await calculateSumCE(roleId, 1, { num: 5 });
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console.log(myCe);
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let enemyObj = {
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enemyFrom: 0,
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enemyId: '',
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@@ -139,7 +175,7 @@ export class ExpeditionBattleHandler {
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if(!preBattle) return resResult(STATUS.BATTLE_NEED_PREVIOUS_GK);
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}
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let checkHeroes = checkBattleHeroes(roleId, heroes);
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let checkHeroes = await checkBattleHeroes(roleId, heroes);
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if(!checkHeroes) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
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let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCodeAndId(expeditionCode, expeditionId);
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@@ -177,7 +213,7 @@ export class ExpeditionBattleHandler {
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* 战斗结算
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* 结算战斗奖励,更新远征状态
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*/
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async battleEnd(msg: { expeditionCode: string, expeditionId: number, battleCode: string, battleId: number, isSuccess: boolean, heroes: Array<{actorId: number, hp: number, ap: number}>, enemies: Array<{dataId: number, hp: number, ap: number}>, star: number }, session: BackendSession) {
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async battleEnd(msg: { expeditionCode: string, expeditionId: number, battleCode: string, battleId: number, isSuccess: boolean, heroes: Array<{dataId: number, hp: number, ap: number}>, enemies: Array<{dataId: number, hp: number, ap: number}>, star: number }, session: BackendSession) {
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const { expeditionCode, battleCode, battleId, expeditionId, isSuccess, heroes, star, enemies } = msg;
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let roleId = session.get('roleId');
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@@ -198,8 +234,8 @@ export class ExpeditionBattleHandler {
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let flag = 1; // 对比hero信息
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let { record: { heroes: dbHeroes } } = BattleRecord;
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for(let {actorId} of heroes) {
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if(dbHeroes.indexOf(actorId) == -1) flag = 0;
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for(let {dataId} of heroes) {
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if(dbHeroes.indexOf(dataId) == -1) flag = 0;
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}
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if(!flag) {
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return resResult(STATUS.BATTLE_INFO_VALIDATE_ERR);
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@@ -226,7 +262,7 @@ export class ExpeditionBattleHandler {
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$set: { status: isSuccess?1: 2, star }
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}, true);
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// 更新点数
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let role = await RoleModel.increaseExpeditionPoint(roleId, isSuccess?EXPEDITION_INCREASE_POINT:0);
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let role = await RoleModel.increaseExpeditionPoint(roleId, isSuccess?EXPEDITION_CONST.INCREASE_POINT:0);
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let { expeditionPoint = 0 } = role;
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// 关卡奖励
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@@ -25,7 +25,7 @@ export class NormalBattleHandler {
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}
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// 获取关卡列表
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async checkBattle(msg: {battleId: number, heroes: Array<any> }, session: BackendSession) {
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async checkBattle(msg: {battleId: number, heroes: Array<number> }, session: BackendSession) {
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const { battleId, heroes } = msg;
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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@@ -50,7 +50,7 @@ export class NormalBattleHandler {
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if(!preBattle) return resResult(STATUS.BATTLE_NEED_PREVIOUS_GK);
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}
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let checkHeroes = checkBattleHeroes(roleId, heroes);
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let checkHeroes = await checkBattleHeroes(roleId, heroes);
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if(!checkHeroes) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
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const battleCode = genCode(8); // 关卡唯一值
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@@ -177,7 +177,8 @@ export class TowerBattleHandler {
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let curTasks = await createCurTasks(towerLv, roleId, roleName); // 刷出新的任务
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let nextCostGold = calculateNum(GOLD_COST_RATIO.TPWER_TASK_REF, {num: towerTaskReCnt + 1}, 200);
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return resResult(STATUS.SUCCESS, { curTasks: treatTask(curTasks, curTime), costGold, nextCostGold});
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let refRemainTime = getRemainTime(curTime);
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return resResult(STATUS.SUCCESS, { curTasks: treatTask(curTasks, curTime), costGold, nextCostGold, refRemainTime});
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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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@@ -209,7 +210,7 @@ export class TowerBattleHandler {
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return resResult(STATUS.TOWER_TASK_CODE_NOT_FOUND);
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}
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if (usedHeroes.length > 0) { // 是否在其他任务重使用了武将
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let used = !!task.heroes.find(hid => usedHeroes.indexOf(hid) !== -1);
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let used = !!task.heroes.find(seqId => usedHeroes.indexOf(seqId) !== -1);
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if (used) {
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return resResult(STATUS.TOWER_TASK_HERO_HAS_USED);
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}
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@@ -221,7 +222,9 @@ export class TowerBattleHandler {
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if (!recs || recs.length === 0) {
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return resResult(STATUS.TOWER_TASK_SEND_ERR);
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}
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return resResult(STATUS.SUCCESS, { tasks: treatTask(recs, curTime) });
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let refRemainTime = getRemainTime(curTime);
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return resResult(STATUS.SUCCESS, { tasks: treatTask(recs, curTime), refRemainTime });
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}
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async settleTask(msg: {batchCode: string, taskCode: string}, session: BackendSession) {
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@@ -256,7 +259,9 @@ export class TowerBattleHandler {
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}
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}
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const rec = await TowerTaskRecModel.finishTask(msg.batchCode, compTasks);
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return resResult(STATUS.SUCCESS, { compTasks: treatTask(rec, curTime), goods });
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let refRemainTime = getRemainTime(curTime);
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return resResult(STATUS.SUCCESS, { compTasks: treatTask(rec, curTime), goods, refRemainTime });
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}
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