武将战力计算(进阶,穿戴,羁绊,好感)加道具
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@@ -25,6 +25,10 @@ export const ACTION_POIN = {
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export const HERO_SYSTEM_TYPE = {
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STAR: 1,
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TRAIN: 5,
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STAGEUP:6,
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SKIN:7,
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FAVOUR:8,
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CONNECT:9
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};
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export const BATTLE_REWARD_TYPE = {
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@@ -228,9 +232,9 @@ export const EXPEDITION_CONST = {
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export const EVENT_QUIZ_NUM = 3;
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export const DEFAULT_HEROES = [ 12, 14, 11, 9, 15];
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export const DEFAULT_HEROES = [12, 14, 11, 9, 15];
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export const FIX_SMS_CODE_TELS = ['18855953630', '13911134885', '15167549151', '15618654010', '15167549151'];
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export const FIX_SMS_CODE_TELS = ['18855953630', '13911134885', '15167549151', '15618654010', '15167549151', '18342915387'];
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export const GONGSHI = {
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"TOWER_HANG_UP_SPEED_COST": "50",
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@@ -138,6 +138,7 @@ export const STATUS = {
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NOT_REACH_UNLOCK_LEVEL: {code: 30302, simStr: '未达到解锁等级'},
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HERO_SKIN_NOT_FIND: {code: 30303, simStr: '时装不存在'},
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HERO_SKIN_IS_EXIST: {code: 30304, simStr: '时装已存在'},
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HERO_SKIN_IS_EQUIPED: {code: 30305, simStr: '时装已穿戴'},
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HERO_CONECTION_IS_MAX_LEVEL: {code: 30306, simStr: '羁绊已达到最大等级'},
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HERO_CONECTION_IS_NOT_EXIT: {code: 30307, simStr: '羁绊不存在'},
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ROLE_SHORT_HERO_CONECTION:{code: 30308, simStr: '未拥有羁绊武将'},
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+1
-1
@@ -90,7 +90,7 @@ export default class Hero extends BaseModel {
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@prop({ required: true, default: 1 })
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favourLv: number; // 好感等级
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@prop({ required: true, type:Connect, default: [] })
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conections: Connect[]; // 羁绊
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connections: Connect[]; // 羁绊
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@prop({ required: true, default: [] })
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skins: Skin[]; // 皮肤
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@@ -120,6 +120,8 @@ function parseJobData() {
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const jobsData = gamedata['jsons'][jobFile] || [];
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jobsData.forEach(elem => {
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if (elem && elem.jobid) {
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elem.seids = elem.seid.split('&');
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delete elem.seid;
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jobInfos.set(elem.jobid, elem);
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let jobClass = jobClassMaxGrades.get(elem.job_class);
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if (!!jobClass && jobClass.grade < elem.grade) {
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@@ -269,6 +271,15 @@ function parseFashions() {
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const data = gamedata['jsons'][file] || [];
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data.forEach(elem => {
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if (elem && elem.id) {
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elem.actorAttrs = [];
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let actorAttrs = elem.actorAttr.split('|');
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for (let attr of actorAttrs) {
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let attrArr = attr.split('&');
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elem.actorAttrs.push({
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id: parseInt(attrArr[0]),
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number: parseInt(attrArr[1]),
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});
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}
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fashions.set(elem.id, elem);
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}
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});
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@@ -279,8 +290,16 @@ function parseFiendShips() {
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const data = gamedata['jsons'][file] || [];
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data.forEach(elem => {
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if (elem && elem.id) {
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let hids = elem.memberId.split('&');
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elem.hids = hids;
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elem.attributes = [];
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elem.hids = elem.memberId.split('&');
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let attributes = elem.attribute.split('|');
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for (let attr of attributes) {
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let attrArr = attr.split('&');
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elem.attributes.push({
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id: parseInt(attrArr[0]),
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number: parseInt(attrArr[1]),
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});
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}
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delete elem.memberId;
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fiendShips.set(elem.shipId + '_' + elem.level, elem);
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let fiendShipHidAandId = fiendShipHidAandIds.get(elem.shipId);
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+25
-1
@@ -410,4 +410,28 @@ export function getItems(str:string) {
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});
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}
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return arr;
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}
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}
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export function deepCopy (obj) {
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if (typeof obj !== 'object' || obj === null) {
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return obj;
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}
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var target;
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if (obj instanceof Array) {
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target = [];
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obj.forEach(element => {
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target.push(deepCopy(element));
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});
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} else {
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target = {};
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for (const key in obj) {
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if (obj.hasOwnProperty(key)) {
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const element = obj[key];
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if (!!element || element == 0) {
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target[key] = deepCopy(element);
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}
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}
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}
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}
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return target;
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};
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