远征:修改次级属性获取等级数值
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@@ -197,12 +197,11 @@ export async function matchRobots(scale: number, myCe: number, robotCe: number,
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enemyObj.enemyId = warJsonIndex + '';
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let allCe = 0;
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let dicExpeditionSubAttr = gameData.expeditionSubAttr.get(lv);
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for(let json of dicWarJson) {
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if(json.relation == 2) {
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const { attribute, enemyCount } = json;
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let { attribute: newAttribute, ce } = getRobotAttribute(attribute, enemyCount, dicExpeditionSubAttr.attribute, dicExpeditionSubAttr.lv, myCe, robotCe, scale);
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let { attribute: newAttribute, ce } = getRobotAttribute(attribute, enemyCount, lv, myCe, robotCe, scale);
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enemyObj.enemies.push({...json, skinId: json.actorId, attribute: newAttribute, lv, ce});
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allCe += ce;
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}
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@@ -278,11 +277,13 @@ export async function getResetRemainCnt(curTime: Date, roleId: string, role?: Ro
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* @param enemyCe 出兵表对手战力
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* @param ratio 系数
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*/
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export function getRobotAttribute(mainAttrs: { id: number, val: number }[], enemyCount: number, subAttrs: {id: number, val: number}[], lv: number, ce: number, enemyCe: number, ratio: number) {
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export function getRobotAttribute(mainAttrs: { id: number, val: number }[], enemyCount: number, lv: number, ce: number, enemyCe: number, ratio: number) {
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let _lv = Math.floor(lv * ratio)
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let newAttribute = new AttributeCal();
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newAttribute.setLv(lv);
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newAttribute.setByWarJson(subAttrs); // 次级属性
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newAttribute.setLv(_lv);
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let dicExpeditionSubAttr = gameData.expeditionSubAttr.get(_lv);
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newAttribute.setByWarJson(dicExpeditionSubAttr.attribute); // 次级属性
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let subAttrCe = newAttribute.calSubAttrCe() * enemyCount;
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if(ce * ratio > subAttrCe) {
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let mainAttrCe = ce * ratio - subAttrCe;
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