名将擂台:奖励及扫荡
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@@ -5,7 +5,7 @@ import { gameData } from '../../../pubUtils/data';
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import { STATUS } from '../../../consts/statusCode';
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import { resResult } from '../../../pubUtils/util';
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import { LadderMatchModel, LadderUpdateInter } from '../../../db/LadderMatch';
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import { battleEndWhenChange, checkRank, generateInitRecInfo, getBuyCntCost, getLadderData, getLadderOppStatus, refreshLadderDaily, refreshLadderEnemies } from '../../../services/ladderService';
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import { battleEndWhenChange, checkRank, generateInitRecInfo, getBuyCntCost, getLadderData, getLadderOppStatus, ladderBattleEndReward, refreshLadderDaily, refreshLadderEnemies } from '../../../services/ladderService';
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import { LadderDataReturn, LadderDefense, LadderDefenseHero, LadderOppDetailReturn, LadderOppLineupReturn, LadderOppPlayerHeroInfo, LadderOppPlayerReturn } from '../../../domain/battleField/ladder';
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import { LadderMatchRecModel } from '../../../db/LadderMatchRec';
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import { HeroModel } from '../../../db/Hero';
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@@ -15,6 +15,7 @@ import { ITEM_CHANGE_REASON, LADDER_OPP_STATUS, LADDER_STATUS, REDIS_KEY } from
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import { getHeroesAttributes } from '../../../services/playerCeService';
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import { checkBattleHeroesByHid } from '../../../services/normalBattleService';
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import { Rank } from '../../../services/rankService';
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import { WarReward } from '../../../services/warRewardService';
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export default function (app: Application) {
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new HandlerService(app, {});
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@@ -176,12 +177,14 @@ export class LadderHandler {
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// 7. 挑战结算
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async battleEnd(msg: { battleCode: string, isSuccess: boolean }, session: BackendSession) {
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let roleId = session.get('roleId');
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let serverId = session.get('serverId');
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let roleName = session.get('roleName');
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let sid = session.get('sid');
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let { battleCode, isSuccess } = msg;
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let rec = await LadderMatchRecModel.findByBattleCode(battleCode);
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if(!rec || rec.roleId1 != roleId) return resResult(STATUS.LADDER_REC_NOT_FOUND);
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if(rec.status != LADDER_STATUS.BATTLE) return resResult(STATUS.LADDER_REC_STATUS_ERR);
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let rank = rec.defenseInfo.oldRank;
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let ladderData = await LadderMatchModel.findByRoleId(roleId);
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if(!ladderData) return resResult(STATUS.LADDER_NOT_OPEN);
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@@ -202,24 +205,48 @@ export class LadderHandler {
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rec = await LadderMatchRecModel.battleEnd(battleCode, isSuccess);
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}
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ladderData = await LadderMatchModel.updateByRoleId(roleId, { historyRank: atkLadderMatch.rank < ladderData.historyRank? atkLadderMatch.rank: ladderData.historyRank, locked: 0 });
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let isBreak = ladderData.historyRank > atkLadderMatch.rank;
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ladderData = await LadderMatchModel.updateByRoleId(roleId, { historyRank: isBreak? atkLadderMatch.rank: ladderData.historyRank, locked: 0 });
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result.setLadderData(ladderData, rec);
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// 获取奖励
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let { battleGoods, breakGoods } = await ladderBattleEndReward(roleId, roleName, sid, rank, isSuccess, isBreak, 1);
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return resResult(STATUS.SUCCESS, result)
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return resResult(STATUS.SUCCESS, {...pick(result, ['rank', 'historyRank', 'challengeCnt','status', 'time', 'oppPlayers']), battleGoods, breakGoods});
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}
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// 8. 战5次(扫荡)
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async battleSweep(msg: { roleId: string, rank: number, count: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let sid = session.get('sid');
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let { roleId: targetRoleId, rank, count } = msg;
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// 检查是否可以扫荡对手
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// 扣挑战次数
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// 获取奖励
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let ladderData = await LadderMatchModel.findByRoleId(roleId);
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if(!ladderData) return resResult(STATUS.LADDER_NOT_OPEN);
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return resResult(STATUS.SUCCESS)
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if(ladderData.rank >= rank) return resResult(STATUS.LADDER_RANK_ERR);
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// 刷新次数
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let refOppObj = refreshLadderDaily(ladderData);
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let update: LadderUpdateInter = {};
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if(refOppObj.shouldRefOpp) {
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update = { ...refOppObj };
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}
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if(refOppObj.challengeCnt + count > LADDER.LADDER_CHALLENGE_FREE_TIMES + refOppObj.buyCnt) {
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return resResult(STATUS.LADDER_CHALLENGE_CNT_MAX);
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}
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update.challengeCnt = refOppObj.challengeCnt + count;
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ladderData = await LadderMatchModel.updateByRoleIdAndInclude(roleId, update);
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// 获取奖励
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let { battleGoods } = await ladderBattleEndReward(roleId, roleName, sid, rank, true, false, count);
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return resResult(STATUS.SUCCESS, {
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challengeCnt: ladderData.challengeCnt,
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battleGoods
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});
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}
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// 9. 设置防守阵容
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@@ -1,4 +1,4 @@
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import { LADDER_OPP_STATUS, LADDER_STATUS, PUSH_ROUTE, REDIS_KEY } from "../consts";
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import { ITEM_CHANGE_REASON, LADDER_OPP_STATUS, LADDER_STATUS, PUSH_ROUTE, REDIS_KEY } from "../consts";
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import { HeroType } from "../db/Hero";
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import { LadderMatchModel, LadderMatchType, LadderUpdateInter } from "../db/LadderMatch";
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import { LadderMatchRecModel } from "../db/LadderMatchRec";
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@@ -10,7 +10,9 @@ import { ItemInter } from "../pubUtils/interface";
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import { getRandValueByMinMax, shouldRefresh } from "../pubUtils/util";
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import { sendMessageToUserWithSuc } from "./pushService";
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import { Rank } from "./rankService";
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import { addItems } from "./role/rewardService";
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import { combineItems } from "./role/util";
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import { WarReward } from "./warRewardService";
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export function refreshLadderDaily(ladderData: LadderMatchType) {
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@@ -272,7 +274,6 @@ export async function battleEndWhenChange(ladderMatch: LadderMatchType) {
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// 更新redis
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let r = new Rank(REDIS_KEY.LADDER, { serverId: ladderMatch.serverId });
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console.log('##### ladderMatch.roleId', ladderMatch.roleId)
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r.setRankWithRoleInfo(ladderMatch.roleId, ladderMatch.rank, 0);
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// 刷新对手
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@@ -283,4 +284,15 @@ export async function battleEndWhenChange(ladderMatch: LadderMatchType) {
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oppPlayers
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});
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return oppPlayers
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}
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export async function ladderBattleEndReward(roleId: string, roleName: string, sid: string, rank: number, isSuccess: boolean, isBreak: boolean, num: number) {
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let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rank);
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if(!dicLadderDifficultRatio) return null;
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let warReward = new WarReward(roleId, roleName, sid, dicLadderDifficultRatio.gkId, isSuccess);
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warReward.setLadderReward(dicLadderDifficultRatio.randomFailReward, true);
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warReward.setLadderReward(dicLadderDifficultRatio.randomWinReward, false);
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let battleGoods = await warReward.saveReward(num);
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let breakGoods = isBreak? await addItems(roleId, roleName, sid, dicLadderDifficultRatio?.onceReward||[], ITEM_CHANGE_REASON.LADDER_BATTLE_REWARD): [];
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return { battleGoods, breakGoods };
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}
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@@ -22,24 +22,26 @@ export class WarReward {
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private condition: Map<number, boolean>;
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private warInfo: DicWar;
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private isSuccess: boolean;
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private rewards: Array<{type?: number, id: number, count: number, times?: number}>;
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private fixReward: Array<{id: number, count: number}>;
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private conditionReward: Array<{id: number, count: number, condition: number}>;
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private randomReward: Array<{id: number, count: number, frequency: number}>;
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private rewards: Array<{type?: number, id: number, count: number, times?: number}> = [];
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private fixReward: Array<{id: number, count: number}> = [];
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private conditionReward: Array<{id: number, count: number, condition: number}> = [];
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private randomReward: Array<{id: number, count: number, frequency: number}> = [];
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private ladderReward: Array<{id: number, count: number, weight: number, isSuccess: boolean}> = [];
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private costAp: number;
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constructor(roleId: string, roleName: string, sid: string, battleId: number, isSuccess: boolean) {
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this.roleId = roleId;
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this.roleName = roleName;
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this.sid = sid;
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this.battleId = battleId;
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if(battleId) {
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this.battleId = battleId;
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this.warInfo = gameData.war.get(battleId);
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let { fixReward, conditionReward, randomReward } = this.warInfo;
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this.fixReward = fixReward;
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this.conditionReward = conditionReward;
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this.randomReward = randomReward;
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}
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this.condition = new Map();
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this.warInfo = gameData.war.get(battleId);
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let { fixReward, conditionReward, randomReward } = this.warInfo;
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this.fixReward = fixReward;
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this.conditionReward = conditionReward;
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this.randomReward = randomReward;
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this.isSuccess = isSuccess;
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this.costAp = this.warInfo.cost;
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@@ -71,16 +73,24 @@ export class WarReward {
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}
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}
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private handleFixReward(num: number, fixReward: RewardInter[]) {
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public setLadderReward(reward: {id: number, count: number, weight: number}[], isSuccess: boolean) {
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for(let r of reward) {
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this.ladderReward.push({...r, isSuccess});
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}
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}
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private handleFixReward(num: number) {
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if(!this.fixReward) return
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for(let i = 0; i < num; i++) {
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for(let obj of fixReward) {
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for(let obj of this.fixReward) {
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this.rewards.push({type: BATTLE_REWARD_TYPE.FIX_REWARD, times: i +1, ...obj, count: obj.count });
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}
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}
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}
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private handleConditionReward(num: number, conditionReward: {id: number, count: number, condition: number}[]) {
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private handleConditionReward(num: number) {
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if(!this.conditionReward) return
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for(let i = 0; i < num; i++) {
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for(let obj of conditionReward) {
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for(let obj of this.conditionReward) {
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if(this.condition.get(obj.condition)) {
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this.rewards.push({type: BATTLE_REWARD_TYPE.CONDITION_REWARD, times: i +1, ...obj, count: obj.count});
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}
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@@ -88,9 +98,9 @@ export class WarReward {
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}
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}
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private async handleRandomReward(num: number, randomReward: {id: number, count: number, frequency: number}[]) {
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for(let obj of randomReward) {
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private async handleRandomReward(num: number) {
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if(!this.randomReward) return
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for(let obj of this.randomReward) {
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let { id, frequency } = obj;
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let dropHistory = await BattleDropModel.findByGid(this.roleId, this.battleId, id);
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let { getNum = 0, allNum = 0, getSum = 0, allSum = 0 } = dropHistory;
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@@ -117,18 +127,30 @@ export class WarReward {
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}
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}
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private async handleLadderReward(num: number, isSuccess: boolean) {
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if(!this.ladderReward) return;
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for(let i = 0; i < num; i++) {
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let arr = this.ladderReward.filter(cur => cur.isSuccess == isSuccess);
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let { dic: reward } = getRandEelmWithWeight(arr);
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if(reward) {
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this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, times: i +1, id: reward.id, count: reward.count });
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}
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}
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}
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public async saveReward(num: number, combine: boolean = false) {
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this.rewards = new Array();
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// let warType = this.warInfo.warType;
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if(this.isSuccess) { // 成功了才给固定奖励
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console.log(this.fixReward)
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if(this.fixReward) this.handleFixReward(num, this.fixReward);
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if(this.conditionReward) this.handleConditionReward(num, this.conditionReward);
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if(this.randomReward) await this.handleRandomReward(num, this.randomReward);
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if(this.fixReward) this.handleFixReward(num);
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if(this.conditionReward) this.handleConditionReward(num);
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if(this.randomReward) await this.handleRandomReward(num);
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// if(this.costAp > 0) await this.handlerBlueprtReward(num);
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}
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if(this.ladderReward) this.handleLadderReward(num, this.isSuccess);
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let rewards = this.rewards;
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if(combine) {
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@@ -32,6 +32,7 @@ export const WAR_TYPE = {
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ACT_NEW_HERO_GK: 18, // 新将演绎活动
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TRY: 19, // 试用关卡
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BOSS: 20, // 演武台
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LADDER: 21, // 名将擂台
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};
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// 藏宝图掉落参数
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@@ -1020,6 +1020,7 @@ export enum ITEM_CHANGE_REASON {
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ACT_DAILY_COIN_RECEIVE_BOX = 149, // 招财进宝领取宝箱
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USE_VOUCHER = 150, // 使用代金券
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LADDER_BUY_CNT = 151, // 名将擂台购买次数
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LADDER_BATTLE_REWARD = 152, // 名将擂台关卡奖励
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}
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export enum TA_EVENT {
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@@ -267,6 +267,7 @@ export const STATUS = {
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LADDER_REC_STATUS_IS_COMPLETE: { code: 21205, simStr: '该战斗已结束' },
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LADDER_CHALLENGE_CNT_MAX: { code: 21206, simStr: '挑战次数已达上限' },
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LADDER_REC_STATUS_ERR: { code: 21207, simStr: '战斗状态错误' },
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LADDER_RANK_ERR: { code: 21208, simStr: '不可连战比排名自己高的玩家' },
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// 通用 30000 - 30099
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DIC_DATA_NOT_FOUND: { code: 30000, simStr: '数据表未找到' },
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@@ -681,6 +681,8 @@ export function getReasonByWarType(warType: number) {
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return ITEM_CHANGE_REASON.TRY_BATTLE_END;
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case WAR_TYPE.BOSS:
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return ITEM_CHANGE_REASON.BOSS_BATTLE_END;
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case WAR_TYPE.LADDER:
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return ITEM_CHANGE_REASON.LADDER_BATTLE_REWARD;
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default:
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return ITEM_CHANGE_REASON.NORMAL_BATTLE_END;
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}
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