活动:装备任务统计
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@@ -326,6 +326,7 @@ export class EquipHandler {
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let curEquip = <EquipType>equip;
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let curEquip = <EquipType>equip;
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pushEquipRefineSucMsg(roleId, roleName, serverId, curEplace, curEquip ? curEquip.quality : 0);
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pushEquipRefineSucMsg(roleId, roleName, serverId, curEplace, curEquip ? curEquip.quality : 0);
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await checkTask(roleId, sid, funcs, TASK_TYPE.EQUIP_REFINE, 1, true, {});
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await checkTask(roleId, sid, funcs, TASK_TYPE.EQUIP_REFINE, 1, true, {});
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await accomplishTask(roleId, TASK_TYPE.EQUIP_REFINE_LV, 1, { lv: curEplace.refineLv });
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}
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}
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return resResult(STATUS.SUCCESS, { isSuccess, curHero });
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return resResult(STATUS.SUCCESS, { isSuccess, curHero });
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}
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}
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@@ -461,6 +461,7 @@ export class HeroHandler {
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAGEUP, sid, roleId, hero, update);
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAGEUP, sid, roleId, hero, update);
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// 任务
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// 任务
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await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_STAGE_UP, hero);
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await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_STAGE_UP, hero);
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await accomplishTask(roleId, TASK_TYPE.HERO_STAGE_UP, 1, { job: hero.job });
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return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, job: hero.job, jobStage: hero.jobStage } });
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return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, job: hero.job, jobStage: hero.jobStage } });
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}
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}
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@@ -652,6 +652,7 @@ export enum TASK_TYPE {
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HERO_QUALITY_TO_QUALITY_COUNT = 74,// *名武将*品升*品
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HERO_QUALITY_TO_QUALITY_COUNT = 74,// *名武将*品升*品
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HERO_WAKE_UP_COUNT = 75, // *名武将*品觉醒
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HERO_WAKE_UP_COUNT = 75, // *名武将*品觉醒
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HERO_WAKE_UP_STAR_UP_COUNT = 76, // *名武将升至觉醒*星
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HERO_WAKE_UP_STAR_UP_COUNT = 76, // *名武将升至觉醒*星
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EQUIP_REFINE_LV = 77, // *件装备成功精炼到*级
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}
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}
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// 卡池类型
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// 卡池类型
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@@ -520,7 +520,13 @@ export async function accomplishTask(roleId: string, taskType: TASK_TYPE, count:
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if (taskType === TASK_TYPE.HERO_QUALITY_STAR_UP ||
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if (taskType === TASK_TYPE.HERO_QUALITY_STAR_UP ||
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taskType === TASK_TYPE.HERO_QUALITY_TO_QUALITY_COUNT ||
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taskType === TASK_TYPE.HERO_QUALITY_TO_QUALITY_COUNT ||
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taskType === TASK_TYPE.HERO_WAKE_UP_COUNT ||
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taskType === TASK_TYPE.HERO_WAKE_UP_COUNT ||
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taskType === TASK_TYPE.HERO_WAKE_UP_STAR_UP_COUNT) {
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taskType === TASK_TYPE.HERO_WAKE_UP_STAR_UP_COUNT ||
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taskType === TASK_TYPE.EQUIP_STRENGTHEN ||
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taskType === TASK_TYPE.EQUIP_REFINE_LV ||
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taskType === TASK_TYPE.HERO_STAGE_UP
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) {
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allActivity = await ActivityModel.findOpenActivityByType(ACTIVITY_TYPE.THIRTY_DAYS, new Date());
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allActivity = await ActivityModel.findOpenActivityByType(ACTIVITY_TYPE.THIRTY_DAYS, new Date());
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for (let activity of allActivity) {
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for (let activity of allActivity) {
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let thirtyDaysActivity = new ThirtyDaysData(activity);
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let thirtyDaysActivity = new ThirtyDaysData(activity);
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@@ -578,6 +584,9 @@ export function isComplete(roleId: string, taskType: TASK_TYPE, taskParam: strin
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case TASK_TYPE.HERO_WAKE_UP_STAR_UP_COUNT://herocount&star&
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case TASK_TYPE.HERO_WAKE_UP_STAR_UP_COUNT://herocount&star&
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addCount = (param[1] == paramObj.star) ? count : 0;
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addCount = (param[1] == paramObj.star) ? count : 0;
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break;
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break;
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case TASK_TYPE.HERO_STAGE_UP://herocount&star&
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addCount = (param[1] == paramObj.job) ? count : 0;
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break;
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case TASK_TYPE.ROLE_TITLE://重置数据
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case TASK_TYPE.ROLE_TITLE://重置数据
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@@ -597,6 +606,10 @@ export function isComplete(roleId: string, taskType: TASK_TYPE, taskParam: strin
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}
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}
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}
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}
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break;
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break;
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case TASK_TYPE.EQUIP_REFINE_LV:
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addCount = (param[1] == paramObj.lv) ? count : 0;
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break;
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case TASK_TYPE.BATTLE_MAIN:
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case TASK_TYPE.BATTLE_MAIN:
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addCount = param[0] == paramObj.warId ? 1 : 0;
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addCount = param[0] == paramObj.warId ? 1 : 0;
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break;
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break;
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@@ -1138,5 +1138,20 @@
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"__EMPTY_3": 0,
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"__EMPTY_3": 0,
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"__EMPTY_4": 0,
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"__EMPTY_4": 0,
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"__EMPTY_5": 0
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"__EMPTY_5": 0
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},
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{
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"id": 77,
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"name": "装备",
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"info": "x件装备成功精炼到x级",
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"param": "count&lv",
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"string": "装备件数&精炼等级",
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"content": 0,
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"condition": "count",
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"__EMPTY": 0,
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"__EMPTY_1": 0,
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"__EMPTY_2": 0,
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"__EMPTY_3": 0,
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"__EMPTY_4": 0,
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"__EMPTY_5": 0
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}
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}
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]
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]
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