添加特技战力计算
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@@ -135,8 +135,8 @@ export class EquipHandler {
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hero.ePlace = ePlace;
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP);
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const curHero = {
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP_BASE);
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const curHero = {
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hid,
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ePlace: strengthenArr
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}
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@@ -200,7 +200,7 @@ export class EquipHandler {
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let result = await handleCost(roleId, sid, cost);
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if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP_BASE);
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const curHero = {
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hid,
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@@ -258,8 +258,8 @@ export class EquipHandler {
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let equip = await EquipModel.findbySeqId(eid);
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if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
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let { id, randSe } = equip;
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if (!randSe || randSe.length <= 0) {
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let {id, randSe, hid, ePlaceId } = equip;
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if(!randSe || randSe.length <= 0 ) {
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return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
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}
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@@ -270,8 +270,12 @@ export class EquipHandler {
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let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur));
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let chosen = randSe.map(cur => cur.seid); // 上一轮和这一轮随机出来的
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let hasReset = false, lockNum = 0;
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for (let i = 0; i < randSe.length; i++) {
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if (!randSe[i].locked) {
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let removeSeidList = new Array<number>(); // 原装备上的seid [seid, rand, ...]
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for(let i = 0; i < randSe.length; i++) {
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removeSeidList.push(randSe[i].seid, randSe[i].rand);
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if(!randSe[i].locked) {
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let newPool = pool.filter(cur => !chosen.includes(cur.id));
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let random = getRandomByLen(newPool);
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if (!random) { break };
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@@ -309,7 +313,12 @@ export class EquipHandler {
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id: equipResult.id,
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randSe: equipResult.randSe
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}
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return resResult(STATUS.SUCCESS, { curEquip });
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// 更新战力
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const hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.RESTRENGTHEN, [ePlaceId, ...removeSeidList]);
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return resResult(STATUS.SUCCESS,{curEquip});
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}
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