武将重生:完成接口
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@@ -29,6 +29,7 @@ export enum HERO_SYSTEM_TYPE {
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EQUIP_STONE = 26, // 装备装上or卸下地玉石
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JEWEL_RESET_RANDSE = 27, // 天晶石洗练
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JEWEL_QUENCH = 28, // 天晶石淬炼
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REBIRTH = 29, // 武将重生
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};
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// 武将上限
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@@ -959,6 +959,7 @@ export enum ITEM_CHANGE_REASON {
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EQUIP_QUALITYUP = 137, // 装备升品
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EQUIP_STARUP = 138, // 装备升星
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COMPOSE_STONE = 139, // 合成地玉石
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REBIRTH = 140, // 武将重生
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}
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export enum TA_EVENT {
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+8
-3
@@ -248,11 +248,16 @@ export default class Hero extends BaseModel {
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return hero;
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}
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public static async createHero(heroInfo: HeroUpdate, lean = true) {
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public static getInitInfo(heroInfo: HeroUpdate = {}): HeroUpdate {
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const doc = new HeroModel();
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const seqId = await CounterModel.getNewCounter(COUNTER.HID) || -1;
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const update = Object.assign(doc.toJSON(), heroInfo, { seqId });
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const update = { ...doc.toJSON(), ...heroInfo};
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delete update._id;
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return update
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}
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public static async createHero(heroInfo: HeroUpdate, lean = true) {
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const seqId = await CounterModel.getNewCounter(COUNTER.HID) || -1;
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const update = this.getInitInfo({ ...heroInfo, seqId });
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const hero: HeroType = await HeroModel.findOneAndUpdate({ roleId: heroInfo.roleId, hid: heroInfo.hid }, update, { upsert: true, new: true }).lean(lean);
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return hero;
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}
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@@ -92,6 +92,7 @@ export class CalHeroCe {
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public cal(type: HERO_SYSTEM_TYPE) {
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switch (type) {
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case HERO_SYSTEM_TYPE.INIT:
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case HERO_SYSTEM_TYPE.REBIRTH:
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this.calBaseAbility();
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this.calSkinSeid();
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this.calJobAbility();
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+15
-14
@@ -1,14 +1,11 @@
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export const EQUIP = {
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EQUIP_ONE_HOLE: '17043&1', // 装备孔1号位消耗
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EQUIP_TWO_HOLE: '17043&2', // 装备孔2号位消耗
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EQUIP_THREE_HOLE: '17043&4', // 装备孔3号位消耗
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EQUIP_ONE_REFORGED: '17044&1', // 装备位洗练四条词条消耗
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EQUIP_TWO_REFORGED: '17044&2', // 装备位洗练三条词条消耗
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EQUIP_THREE_REFORGED: '17044&4', // 装备位洗练二条词条消耗
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EQUIP_FOUR_REFORGED: '17044&8', // 装备位洗练一条词条消耗
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EQUIP_ONE_LOCKED: '17045&1', // 装备锁定第一条词条锁消耗
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EQUIP_TWO_LOCKED: '17045&2', // 装备锁定第二条词条锁消耗
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EQUIP_THREE_LOCKED: '17045&4', // 装备锁定第三条词条锁消耗
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EQUIP_ONE_REFORGED: '17044&1', // 天晶无锁定词条洗炼消耗
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EQUIP_TWO_REFORGED: '17044&2', // 天晶锁定1条词条洗炼消耗
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EQUIP_THREE_REFORGED: '17044&4', // 天晶锁定2条词条洗炼消耗
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EQUIP_FOUR_REFORGED: '17044&8', // 天晶锁定3条词条洗炼消耗
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EQUIP_ONE_LOCKED: '17045&1', // 天晶锁定第一条词条锁消耗
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EQUIP_TWO_LOCKED: '17045&2', // 天晶锁定第二条词条锁消耗
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EQUIP_THREE_LOCKED: '17045&4', // 天晶锁定第三条词条锁消耗
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EQUIP_LEVEL_LOCKED: '1&1|2&1|3&20|4&41|5&61', // 装备养成功能玩家等级解锁限制
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};
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export const JOB = {
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@@ -18,8 +15,8 @@ export const JOB = {
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JOB_CLASS_4: '弓兵', // 大兵种名称
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JOB_CLASS_5: '游侠', // 大兵种名称
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JOB_CLASS_6: '策士', // 大兵种名称
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JOB_CLASS_7: '道士', // 大兵种名称
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JOB_CLASS_8: '医者', // 大兵种名称
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JOB_CLASS_7: '医者', // 大兵种名称
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JOB_CLASS_8: '道士', // 大兵种名称
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};
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export const SCHOOL = {
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SCHOOL_POSITION: '1&1|2&1|3&1|4&0|5&0', // 百家学宫位置锁定
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@@ -99,7 +96,7 @@ export const CHAT_SYSTEM = {
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export const GUILDACTIVITY = {
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GATEACTIVITY_CHALLENGE_TIMES: 1, // 蛮夷入侵每天可以挑战次的次数
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GATEACTIVITY_HONOUR_RATIO: 0.5, // 功勋/积分的系数
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GATEACTIVITY_ENEMYCE: 2000, // 蛮夷入侵敌军2000战力模板
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GATEACTIVITY_ENEMYCE: 10000, // 敌军10000战力基础属性模板
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GATEACTIVITY_ROUNDSTANDARD: 20, // 蛮夷入侵和基准战力相当的回合
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CITYACTIVITY_CHALLENGE_CD: 300, // 诸侯混战每次战斗之后的cd间隔
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CITYACTIVITY_CD_COST: 100, // 诸侯混战取消cd需要消耗的元宝数
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@@ -110,11 +107,12 @@ export const GUILDACTIVITY = {
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GATEACTIVITY_GATEHP: 2000000, // 城门血量
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GATEACTIVITY_BOSS_DIFFICULT: '1&1.2|2&1.5', // boss类型&难度系数|boss类型&难度系数(1:小boss,2:大boss)
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RACEACTIVITY_DURABILITY_REWARD: 2, // 每剩余1%耐久度给予X点功勋
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RACEACTIVITY_NORMAL_ITEMS: '1&8&15|3&5&10|5&0&1', // 粮草先行普通道具
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RACEACTIVITY_NORMAL_ITEMS: '1&50&5|3&70&10|5&100&15', // 粮草先行普通道具
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RACEACTIVITY_EVENT_MEMBERCNT: 3, // 粮草先行随机道具获得人数
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RACEACTIVITY_EVENT_ITEMS: '2&1|4&1|6&1', // 粮草先行根据事件随机人可获得道具
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RACE_INIT_SPEED: 3, // 粮草先行军团初始速度
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RACE_PER_SPEED: 0.1, // 粮草先行军团每人参加增速
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GATEACTIVITY_GATEHP_N: 20, // 城门血量倍率
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};
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export const GUILD_AUCTION = {
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DIVIDEND_RATE: 1, // 总金额分红比例,1表示总金额 100% 分红
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@@ -254,3 +252,6 @@ export const BATTLE_SPEED = {
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export const LINK = {
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OUT_LINK: 'https://www.wjx.cn/vj/OSxaldE.aspx', // 外链
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};
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export const REBORN = {
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REBORON_HERO: 500, // 武将重生元宝数量
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};
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@@ -61,11 +61,11 @@ export async function calPlayerCeAndSave(type: number, roleId: string, originHer
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}
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//全局属性加成
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export async function reCalAllHeroCe(type: number, roleId: string, update: RoleUpdate, args?: Array<number>) {
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export async function reCalAllHeroCe(type: number, roleId: string, update: RoleUpdate, args?: Array<number>, params?: any) {
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let role = await RoleModel.findByRoleId(roleId);
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let heros = await HeroModel.findByRole(roleId);
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let roleAttrs = await reCalRoleAttr(type, heros, role, update, args);
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let roleAttrs = await reCalRoleAttr(type, heros, role, update, args, params);
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if(!roleAttrs) return {role, pushHeros: [], ce: role.ce, topLineupCe: role.topLineupCe, serverId: role.serverId, heros }; // 无加成
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let pushHeros = new Array<{ hid: number, ce: number, incHeroCe: number }>();
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@@ -105,7 +105,7 @@ export async function reCalAllHeroCe(type: number, roleId: string, update: RoleU
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}
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// 计算武将全局战力
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async function reCalRoleAttr(type: number, heros: Array<HeroType>, role: RoleType, update: RoleUpdate, args: Array<number>) {
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async function reCalRoleAttr(type: number, heros: Array<HeroType>, role: RoleType, update: RoleUpdate, args: Array<number>, params: any) {
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let { attr: roleAttrs } = role;
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switch (type) {
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case HERO_SYSTEM_TYPE.ADD_SKIN:
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@@ -131,6 +131,9 @@ async function reCalRoleAttr(type: number, heros: Array<HeroType>, role: RoleTyp
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case HERO_SYSTEM_TYPE.TERAPH_UP:
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roleAttrs = calTeraphAssistAttr(role, update, args[0]);
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break;
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case HERO_SYSTEM_TYPE.REBIRTH:
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roleAttrs = await calHeroRebirth(role, params.originHero, params.heroUpdate);
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break;
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}
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return roleAttrs;
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@@ -1062,5 +1065,45 @@ function calTeraphAssistAttr(role: RoleType, update: RoleUpdate, id: number) {
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let fixUp = (val - oldVal) * HERO_CE_RATIO;
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updateRoleAttr(roleAttrs, attrId, { inc: { fixUp } });
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});
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return roleAttrs;
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}
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async function calHeroRebirth(role: RoleType, originHero: HeroType, updateHero: HeroUpdate) {
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let { roleId, attr: roleAttrs } = role;
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// 1. 名将谱
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let dicHero = gameData.hero.get(originHero.hid);
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let dicHeroScroll = getScollByStar(dicHero.quality, updateHero.star, updateHero.quality, updateHero.colorStar);
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let dicPreScroll = getScollByStar(dicHero.quality, originHero.star, originHero.quality, originHero.colorStar);
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if(dicHeroScroll) {
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for(let [attrId, value] of dicHeroScroll.ceAttr) {
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updateRoleAttr(roleAttrs, attrId, { inc: { fixUp: value * HERO_CE_RATIO } });
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}
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}
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if(dicPreScroll) {
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for(let [attrId, value] of dicPreScroll.ceAttr) {
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updateRoleAttr(roleAttrs, attrId, { inc: { fixUp: -value * HERO_CE_RATIO } });
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}
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}
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// 2. 百家学宫
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let school = await SchoolModel.findByHid(roleId, originHero.hid);
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if(school) {
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let dicSchool = gameData.school.get(school.schoolId);
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let preRate = getSchoolRateByStar(originHero.star, originHero.colorStar, originHero.quality);
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let curRate = getSchoolRateByStar(updateHero.star, updateHero.colorStar, updateHero.quality);
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console.log('####', updateHero.star, updateHero.colorStar, updateHero.quality)
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for (let attrId of dicSchool.upAttribute) {
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if(ABI_TYPE_MAIN.includes(attrId)) { // 主属性
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let ratioUp = (curRate?.mainAttrAPerent||0) - (preRate?.mainAttrAPerent||0);
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updateRoleAttr(roleAttrs, attrId, { inc: { ratioUp } });
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} else {
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let fixUp = ((curRate?.assiAttrAddValue||0) - (preRate?.assiAttrAddValue||0)) * HERO_CE_RATIO;
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updateRoleAttr(roleAttrs, attrId, { inc: { fixUp } });
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}
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}
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}
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return roleAttrs;
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}
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