商店:增加堆叠数
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@@ -77,7 +77,7 @@ export class ShopHandler {
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// 获得
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let reward = [{
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id: dicShopItem.goodId,
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count
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count: count * (dicShopItem.num||1)
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}];
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let goods = await addItems(roleId, roleName, sid, reward, ITEM_CHANGE_REASON.SHOP_PURCHASE);
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@@ -2,7 +2,7 @@
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import { PvpDefenseModel, PvpDefenseType, pvpUpdateInter } from '../db/PvpDefense';
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import { Defense, Attack, LineupCe, OppPlayer, HeroScore, HeroReward, OppPlayerReturn, AttackHero, DefenseHero } from '../domain/battleField/pvp';
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import { RoleType } from '../db/Role';
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import { PVP_HERO_POS, REDIS_KEY, PVP_CONST, COUNTER, TASK_TYPE, MAIL_TYPE, TA_EVENT } from '../consts';
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import { REDIS_KEY, TASK_TYPE, MAIL_TYPE, TA_EVENT } from '../consts';
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import { dicPvpOpponent, DicPvpOpponent } from "../pubUtils/dictionary/DicPvpOpponent";
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import { getRandSingleIndex, genCode, shouldRefresh, getChineseName, makeRobotId, robotIdComBack, getRandSingleEelm } from '../pubUtils/util';
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import { pvpEndParamInter, RewardInter } from '../pubUtils/interface';
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@@ -67,7 +67,7 @@ export async function refreshEnemies(role: RoleType, seasonNum: number, sumScore
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let opp = dicPvpOpponent.values()
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for (let dicOpp of opp) {
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let pvpHistoryOpp: PvpOppCreateParam; // 是否筛选成功
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if (sumScore >= PVP_CONST.SCORE_LINE) { // 将这个放到const
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if (sumScore >= PVP.PVP_MATCH_ROBOT) {
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pvpHistoryOpp = await matchPlayer(seasonNum, chosenOpps, roleId, pLv, dicOpp); // 按照等级匹配对手
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if (!pvpHistoryOpp) pvpHistoryOpp = await matchPlayerByRank(seasonNum, chosenOpps, roleId, dicOpp.id); // 当前后分数段没有时,返回前一名的玩家
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if (!pvpHistoryOpp) pvpHistoryOpp = await matchRobot(chosenOpps, role, score, dicOpp);
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