演武台:修复boss被打死之后第一次进入的bug
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@@ -13,6 +13,7 @@ import { GUILD_BOSS_STATUS } from '../consts/constModules/guildConst';
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import { genAuction } from './auctionService';
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import { genAuction } from './auctionService';
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import { GuildModel, GuildType } from '../db/Guild';
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import { GuildModel, GuildType } from '../db/Guild';
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import { UserGuildModel, UserGuildType } from '../db/UserGuild';
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import { UserGuildModel, UserGuildType } from '../db/UserGuild';
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import { nowSeconds } from '../pubUtils/timeUtil';
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/**
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/**
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* 获得boss界面
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* 获得boss界面
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@@ -89,9 +90,10 @@ export async function getLastBossInstance(bossInstance: BossInstanceType, guildC
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if(lastBossInstance) {
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if(lastBossInstance) {
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if(lastBossInstance.roleIdRecords.indexOf(roleId) == -1) {
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if(lastBossInstance.roleIdRecords.indexOf(roleId) == -1) {
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await BossInstanceModel.recordRoleIdWhenCheck(lastBossInstance.code, roleId);
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await BossInstanceModel.recordRoleIdWhenCheck(lastBossInstance.code, roleId);
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return { status: GUILD_BOSS_STATUS.CLEAR, showParam: { winWarId: lastBossInstance.warId, winBossLv: lastBossInstance.bossLv } }
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let { warId } = lastBossInstance;
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return { status: GUILD_BOSS_STATUS.CLEAR, showParam: { winWarId: lastBossInstance.warId, winBossLv: lastBossInstance.bossLv }, warId }
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} else {
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} else {
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return { status: GUILD_BOSS_STATUS.CLEAR }
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return { status: GUILD_BOSS_STATUS.WAIT_OPEN }
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}
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}
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} else {
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} else {
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return { status: GUILD_BOSS_STATUS.WAIT_OPEN }
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return { status: GUILD_BOSS_STATUS.WAIT_OPEN }
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@@ -126,7 +128,7 @@ export async function checkBossResult(bossCode: string, guildCode: string, serve
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res.releaseCallback();//解锁
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res.releaseCallback();//解锁
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return true;
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return true;
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}
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}
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await BossInstanceModel.updateBossInstance(bossCode, { bossHp: 0, status: GUILD_BOSS_STATUS.CLEAR, ranks, roleIdRecords:[roleId]}, );
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await BossInstanceModel.updateBossInstance(bossCode, { bossHp: 0, status: GUILD_BOSS_STATUS.CLEAR, ranks, roleIdRecords:[roleId], killTime: nowSeconds()}, );
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await pushBossHpMessage(guildCode, serverId, 0, true);
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await pushBossHpMessage(guildCode, serverId, 0, true);
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res.releaseCallback();//数据修改解锁
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res.releaseCallback();//数据修改解锁
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// 击杀奖励&伤害奖励
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// 击杀奖励&伤害奖励
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@@ -177,7 +177,7 @@ export const STATUS = {
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NOT_WISH_THE_QUALITY_GOODS: { code: 20931, simStr: '不能够许愿该品质的物品' },
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NOT_WISH_THE_QUALITY_GOODS: { code: 20931, simStr: '不能够许愿该品质的物品' },
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GUILD_PAY_CONDITION: { code: 20932, simStr: '充值金额不足' },
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GUILD_PAY_CONDITION: { code: 20932, simStr: '充值金额不足' },
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GUILD_SCRIPT_IS_OPENED_TODAY: { code: 20950, simStr: '今日演武场已开启' },
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GUILD_SCRIPT_IS_OPENED_TODAY: { code: 20950, simStr: '今日已开启过演武场' },
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GUILD_SCRIPT_NOT_OPENED: { code: 20951, simStr: '演武场未开启' },
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GUILD_SCRIPT_NOT_OPENED: { code: 20951, simStr: '演武场未开启' },
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GUILD_SCRIPT_IS_BATTLED: { code: 20952, simStr: '今日已挑战过演武场' },
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GUILD_SCRIPT_IS_BATTLED: { code: 20952, simStr: '今日已挑战过演武场' },
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GUILD_SCRIPT_IS_COMPLETE: { code: 20953, simStr: '演武场已挑战完成' },
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GUILD_SCRIPT_IS_COMPLETE: { code: 20953, simStr: '演武场已挑战完成' },
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