添加处理seid方法
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@@ -4,8 +4,8 @@ import { calPlayerCeAndSave } from '../../../services/playerCeService';
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import { resResult, getItems, decodeStr } from '../../../pubUtils/util';
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import { STATUS } from '../../../consts/statusCode';
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import {HeroModel} from '../../../db/Hero';
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import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE, HERO_GROW_MAX} from '../../../consts/consts';
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import {getJobInfoById, getMaxGradeByjobClass, getHidAndLevelByShipId, getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels, getFashionsById} from '../../../pubUtils/gamedata';
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import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE} from '../../../consts/consts';
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import {getJobInfoById, getMaxGradeByjobClass, getHidAndLevelByShipId, getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels, getFashionsById, getHeroLvByExp} from '../../../pubUtils/gamedata';
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import { ABI_STAGE } from '../../../consts/abilityConst';
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import { RoleModel } from '../../../db/Role';
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@@ -59,7 +59,7 @@ export class HeroHandler {
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let curHero = await HeroModel.createHero({
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roleId, serverId, roleName, hid, hName, star, quality, job
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}, false);
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await calPlayerCeAndSave(sid, roleId, [curHero]);
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await calPlayerCeAndSave(sid, roleId, [curHero], HERO_SYSTEM_TYPE.STAR);
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return resResult(STATUS.SUCCESS, {curHero});
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}
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@@ -97,22 +97,10 @@ export class HeroHandler {
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let {lv: oldLv, exp: oldExp} = hero;
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if(oldLv + addLv > playerLv ) return resResult(STATUS.ROLE_HERO_LV_OVER);
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oldExp += allExp;
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let newExp = oldExp + allExp; // 不考虑主公等级,还会剩多少经验
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let newLv = oldLv; // 不考虑主公等级,这些经验可以升几级
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let curExp = newExp; // 考虑到主公等级,还剩多少经验
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for(;;) {
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let exp = getHeroExpByLv(newLv);
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let newExp = oldExp + allExp; // 加上经验书可以达到的经验
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let newLv = getHeroLvByExp(newExp);
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if(exp < newExp) {
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newExp -= exp;
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if(newLv < playerLv) curExp -= exp;
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newLv ++;
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} else {
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break;
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}
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}
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if(oldLv + addLv > newLv) {
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if(newLv < oldLv + addLv) {
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return resResult(STATUS.ROLE_EXP_NOT_ENOUGH);
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}
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@@ -120,9 +108,9 @@ export class HeroHandler {
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero.lv = playerLv > newLv?newLv: playerLv;
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hero.exp = curExp;
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hero.exp = newExp;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR);
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const curHero = {
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hid, lv : heros[0].lv, exp : heros[0].exp
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}
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@@ -163,7 +151,7 @@ export class HeroHandler {
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hero.star = isUpStar? oldStar + 1: oldStar;
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hero.starStage = isUpStar? ABI_STAGE.START: oldStarStage + 1;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR);
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const curHero = {
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hid,
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star : heros[0].star,
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@@ -208,7 +196,7 @@ export class HeroHandler {
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero.quality ++;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR);
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const curHero = {
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hid,
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quality : heros[0].quality
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@@ -218,12 +206,6 @@ export class HeroHandler {
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// 武将觉醒
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public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number}, session: BackendSession) {
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// 根据dic_hero 获得 碎片id
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// 根据dic_zyz_hero_wake 获得需要花费的碎片和材料
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// 特殊处理,初次觉醒fireStage传0,保存为 colorStar = 1, colorStarStage = 0,花费的材料取的0星的
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// 检查品质是否是橙色
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// 升星阶,满6自动升星
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// handleCost
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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@@ -264,7 +246,7 @@ export class HeroHandler {
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hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar;
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hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR);
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const curHero = {
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hid,
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star : heros[0].star,
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