fix bug 远征显示下一关等
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@@ -39,7 +39,7 @@ export class ExpeditionBattleHandler {
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expeditionRecord = await ExpeditionRecordModel.createRecord({
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roleId, roleName, heroes: [], myCe
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});
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await findOrCreateEnemies(roleId, myCe, expeditionRecord.expeditionCode, 1);
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await findOrCreateEnemies(roleId, myCe, expeditionRecord.expeditionCode, 1, 0);
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}
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// 每一关的挑战状态
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@@ -63,7 +63,7 @@ export class ExpeditionBattleHandler {
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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: heroes.map(cur => {return {"dataId": cur.seqId, "hp": cur.hp, "ap": cur.ap}}),
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resetCnt
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});
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}
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@@ -90,7 +90,7 @@ export class ExpeditionBattleHandler {
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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 findOrCreateEnemies(roleId, myCe, expeditionCode, 1);
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await findOrCreateEnemies(roleId, myCe, expeditionCode, 1, 0);
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await RoleModel.increaseExpeditionResetCnt(roleId, needRefresh, curTime);
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let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCode(expeditionCode);
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let curLv = 0;
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@@ -119,13 +119,13 @@ export class ExpeditionBattleHandler {
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let { myCe } = await ExpeditionRecordModel.getExpeditionRecordByCode(expeditionCode);
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let curExpeditionWarRecord = await findOrCreateEnemies(roleId, myCe, expeditionCode, expeditionId);
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let curExpeditionWarRecord = await findOrCreateEnemies(roleId, myCe, expeditionCode, expeditionId, 0);
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if(!curExpeditionWarRecord) {
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return resResult(STATUS.EXPEDITION_MATCH_NO_PLAYER);
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}
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let { battleId, enemyFrom, enemies, battleStatus, ce: curCe } = curExpeditionWarRecord;
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let nextCe = 0; // 下一关战力
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let nextExpeditionWarRecord = await findOrCreateEnemies(roleId, myCe, expeditionCode, expeditionId + 1);
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let nextExpeditionWarRecord = await findOrCreateEnemies(roleId, myCe, expeditionCode, expeditionId + 1, -1);
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if(nextExpeditionWarRecord) nextCe = nextExpeditionWarRecord.ce;
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return resResult(STATUS.SUCCESS, {
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@@ -186,7 +186,7 @@ export class ExpeditionBattleHandler {
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}
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}, true);
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let result = await ExpeditionWarRecordModel.updateStatus(expeditionCode, expeditionId, 0, battleCode);
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let result = await ExpeditionWarRecordModel.updateBattleCode(expeditionCode, expeditionId, 0, battleCode);
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return resResult(STATUS.SUCCESS, {
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expeditionCode,
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@@ -259,6 +259,8 @@ export class ExpeditionBattleHandler {
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let reward = await warReward.saveReward(1);
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let actordata = await roleLevelup(roleId, isSuccess?warInfo.kingExp:0);// 主公升级经验
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// 更新下一关状态
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await ExpeditionWarRecordModel.updateStatus(expeditionCode, expeditionId + 1, 0);
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return resResult(STATUS.SUCCESS, {
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expeditionCode, expeditionId,
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@@ -158,6 +158,7 @@ export class TowerBattleHandler {
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let curTasks = await TowerTaskRecModel.getCurTasks(roleId); // 当前显示中的任务
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const needRefresh = shouldRefresh(towerTaskRefTime, curTime, TOWER_TASK_CONST.REFRESH_TIME);
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if(needRefresh) {
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const batchCode = genCode(8);
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await RoleModel.resetTowerCnt(roleId, curTime); // 重置派遣次数
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@@ -230,7 +231,7 @@ 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 hasHero = await checkBattleHeroes(roleId, usedHeroes);
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let hasHero = await checkBattleHeroes(roleId, task.heroes);
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if(!hasHero) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
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let used = !!task.heroes.find(seqId => usedHeroes.indexOf(seqId) !== -1);
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if (used) {
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@@ -276,7 +277,7 @@ export class TowerBattleHandler {
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const rewardGoods = await handleFixedReward(roleId, roleName, reward, 1);
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goods = goods.concat(rewardGoods.goods);
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if(termsForAdd) {
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const result = checkTaskConditions(roleId, task.heroes, termsForAdd);
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const result = await checkTaskConditions(roleId, task.heroes, termsForAdd);
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const bonusGoods = await handleFixedReward(roleId, roleName, result?additionalReward:'', 1);
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goods = goods.concat(bonusGoods.goods);
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}
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