任务:升品次数
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@@ -191,6 +191,7 @@ export class EquipHandler {
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qualityStage: curEquip.qualityStage,
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qualityStage: curEquip.qualityStage,
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}
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}
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let check = new CheckMeterial(roleId);
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let check = new CheckMeterial(roleId);
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let count = 0;
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if(isOneClick) { // 一键升到该品最高点
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if(isOneClick) { // 一键升到该品最高点
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if(nextEquipQuality.quality != curEquip.quality) {
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if(nextEquipQuality.quality != curEquip.quality) {
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return resResult(STATUS.EQUIP_QUALITYSTAGE_IS_MAX);
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return resResult(STATUS.EQUIP_QUALITYSTAGE_IS_MAX);
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@@ -200,12 +201,14 @@ export class EquipHandler {
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if(!isEnough) break; // 消耗不足
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if(!isEnough) break; // 消耗不足
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equipUpdate.qualityStage++;
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equipUpdate.qualityStage++;
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nextEquipQuality = getNextEquipQuality(curEquip.equipId, equipUpdate.quality, equipUpdate.qualityStage);
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nextEquipQuality = getNextEquipQuality(curEquip.equipId, equipUpdate.quality, equipUpdate.qualityStage);
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count++;
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}
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}
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} else { // 往下一阶,包括满点之后的升品
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} else { // 往下一阶,包括满点之后的升品
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let isEnough = await check.decrease(nextEquipQuality.consume);
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let isEnough = await check.decrease(nextEquipQuality.consume);
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if(isEnough) {
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if(isEnough) {
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equipUpdate.quality = nextEquipQuality.quality;
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equipUpdate.quality = nextEquipQuality.quality;
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equipUpdate.qualityStage = nextEquipQuality.point;
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equipUpdate.qualityStage = nextEquipQuality.point;
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count++;
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}
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}
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}
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}
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if(equipUpdate.quality == curEquip.quality && equipUpdate.qualityStage == curEquip.qualityStage) {
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if(equipUpdate.quality == curEquip.quality && equipUpdate.qualityStage == curEquip.qualityStage) {
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@@ -225,7 +228,7 @@ export class EquipHandler {
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}
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}
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await calculateCeWithHero(HERO_SYSTEM_TYPE.EQUIP_QUALITY, roleId, serverId, sid, hid, update, { ePlaceId });
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await calculateCeWithHero(HERO_SYSTEM_TYPE.EQUIP_QUALITY, roleId, serverId, sid, hid, update, { ePlaceId });
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await checkTaskInEquipQualityUp(serverId, roleId, sid, oldEplace, newEplace, ePlaceId, hid, isUpQuality);
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await checkTaskInEquipQualityUp(serverId, roleId, sid, oldEplace, newEplace, ePlaceId, hid, isUpQuality, count);
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pushEquipQualityMax(roleId, roleName, serverId, hid, newEquip, isUpQuality);
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pushEquipQualityMax(roleId, roleName, serverId, hid, newEquip, isUpQuality);
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const curHero = {
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const curHero = {
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hid,
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hid,
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@@ -1041,7 +1041,8 @@ export class CheckSingleTask {
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}
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}
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case TASK_TYPE.EQUIP_QUALITY_UP_CNT: // 94. 装备升品X次
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case TASK_TYPE.EQUIP_QUALITY_UP_CNT: // 94. 装备升品X次
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{
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{
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result = { inc: 1 };
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let { count } = param;
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result = { inc: count };
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break;
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break;
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}
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}
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case TASK_TYPE.EQUIP_QUALITY_UP_TO: // 95. X件装备升品至Y品质
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case TASK_TYPE.EQUIP_QUALITY_UP_TO: // 95. X件装备升品至Y品质
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@@ -276,14 +276,14 @@ export async function checkTaskInEquipStarUp(serverId: number, roleId: string, s
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}
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}
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}
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}
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export async function checkTaskInEquipQualityUp(serverId: number, roleId: string, sid: string, oldEplace: EPlace[], newEplace: EPlace[], ePlaceId: number, hid: number, isUpQuality: boolean) {
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export async function checkTaskInEquipQualityUp(serverId: number, roleId: string, sid: string, oldEplace: EPlace[], newEplace: EPlace[], ePlaceId: number, hid: number, isUpQuality: boolean, count: number) {
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let task = new CheckTask(serverId, roleId);
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let task = new CheckTask(serverId, roleId);
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if(isUpQuality) {
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if(isUpQuality) {
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let { oldEquip, newEquip } = getEquipById(oldEplace, newEplace, ePlaceId);
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let { oldEquip, newEquip } = getEquipById(oldEplace, newEplace, ePlaceId);
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task.setParam(TASK_TYPE.EQUIP_QUALITY_UP, { hid, ePlaceId });
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task.setParam(TASK_TYPE.EQUIP_QUALITY_UP, { hid, ePlaceId });
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task.setParam(TASK_TYPE.EQUIP_QUALITY_UP_TO, { oldEquip, newEquip })
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task.setParam(TASK_TYPE.EQUIP_QUALITY_UP_TO, { oldEquip, newEquip })
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}
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}
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task.setParam(TASK_TYPE.EQUIP_QUALITY_UP_CNT, {});
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task.setParam(TASK_TYPE.EQUIP_QUALITY_UP_CNT, { count });
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await task.saveAndPush(sid);
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await task.saveAndPush(sid);
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}
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}
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