活动:修改任务接口
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@@ -73,6 +73,26 @@ export async function pushTaskUpdate(roleId: string, sid: string, funcs: number[
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}
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}
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export async function checkActivityTask(serverId: number, sid: string, funcs: number[], roleId: string, taskType: TASK_TYPE, count: number, parma?: any) {
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let pushMessage = await taskUtil.accomplishTask(serverId, roleId, taskType, count, parma);
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pushTaskUpdate(roleId, sid, funcs, pushMessage);
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}
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export async function pushActivityUpdate(roleId: string, sid: string, funcs: number[], pushMessage: any[]) {
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if (pushMessage.length > 0) {
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if (!sid || !funcs) {
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let onlineUser = await getRoleOnlineInfo(roleId);
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sid = onlineUser.sid;
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funcs = onlineUser.funcs || [];
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}
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if (!!sid) {
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let uids = [{ uid: roleId, sid }];
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pinus.app.get('channelService').pushMessageByUids('onActivityUpdate', resResult(STATUS.SUCCESS, pushMessage), uids);
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}
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}
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}
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/**
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* battle.normalBattleHandler.battleEnd 中会触发的任务,因为有点多提出来了
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*/
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@@ -88,7 +108,7 @@ export async function checkTaskInBattleEnd(serverId: number, roleId: string, sid
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await checkTaskWithWar(roleId, sid, funcs, TASK_TYPE.BATTLE_VESTIGE, battleId, heroes, 1, star);
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await checkTaskWithWar(roleId, sid, funcs, TASK_TYPE.BATTLE_EXPEDITION, battleId, heroes, 1, star);
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//成长任务
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await taskUtil.accomplishTask(serverId, roleId, TASK_TYPE.BATTLE_MAIN, 1, { warId: battleId })
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await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.BATTLE_MAIN, 1, { warId: battleId })
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}
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@@ -248,7 +268,7 @@ export async function checkTaskConditionEquipSuitJewelStage(hero: HeroType) {
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let jewelLevel = -1;//宝石阶数
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for (let i = 0; i < hero.ePlace.length; i++) {
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let equipObj = <EquipType>hero.ePlace[i].equip;
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if(equipObj) {
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if (equipObj) {
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let equipObjInfo = getGoodById(equipObj.id);
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if (equipObj.holes.length == equipObjInfo.hole && equipObjInfo.hole > 0) {
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for (let j = 0; j < equipObj.holes.length; j++) {
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