寻宝:简化创建队伍的参数
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@@ -7,7 +7,7 @@ import { difference } from 'underscore';
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* @Last Modified time: 2020-12-03 21:36:00
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*/
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import { IT_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, COM_TEAM_STATUS, COM_BTL_CONST, CONSUME_TYPE, COM_BTL_QUALITY } from './../../../consts';
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import { getGoodById, getBossHpByBlueprtId, getBlueprtComposeByQuality, getBluePrtByQuality, getWarById, getWarIdByBlueprtId, comBtlRangeByLv } from '../../../pubUtils/gamedata';
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import { getGoodById, getBlueprtComposeByQuality, getBluePrtByQuality, getWarById, getWarIdByBlueprtId, comBtlRangeByLv } from '../../../pubUtils/gamedata';
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import Role, { RoleModel } from '../../../db/Role';
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import { STATUS } from '../../../consts/statusCode';
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import { Application, BackendSession } from 'pinus';
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@@ -16,7 +16,6 @@ import { RoleStatus, ComBattleTeamModel, ComBattleTeamType } from '../../../db/C
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import { ItemModel } from '../../../db/Item';
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import { handleFixedReward, addItems, handleCost } from '../../../services/rewardService';
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import { checkRoleInQueue, getTeamSearchByQuality, rmRoleFromQueue, setTeamSearchReq } from '../../../services/redisService';
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import { transBossHpArr } from '../../../services/battleService';
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import { getRandBlueprtId, getRandComBtlRobots, clearComBtlTimer, getAssistTimesByQuality, getFrd, updateRobotHurtByTime, comBtlLvInvalid, clearRobotHurtTimer, setDismissTimer, dismissTeam, incEquipPrintDrop, randEquipPrintId, handleComBtlProgress, getComBattleFriendAdd, getValidTeammateRoleSt, teammateInBlackList, blueprtIdValid, createComTeamData, hasEnoughBlueprt } from '../../../services/comBattleService';
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import { setAp } from '../../../services/actionPointService';
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import { roleLevelup } from '../../../services/normalBattleService';
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@@ -74,9 +73,8 @@ export class ComBattleHandler {
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roleIds.push(teammateRoleId);
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}
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}
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let { bossHpSum, bossHpArr } = getBossHpByBlueprtId(blueprtId);
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// 创建队伍数据结构
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let comTeam: MemComBtlTeam = createComTeamData(teamCode, pub, blueprtId, COM_TEAM_STATUS.DEFAULT, roleId, ceLimit, bossHpSum || 10000, goodData.quality, transBossHpArr(bossHpArr));
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let comTeam: MemComBtlTeam = createComTeamData(teamCode, pub, blueprtId, roleId, ceLimit);
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comTeam.roleStatus = roleStatus;
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comTeam.roleIds = roleIds;
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@@ -182,10 +180,9 @@ export class ComBattleHandler {
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// 创建队伍
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let blueprtId = getRandBlueprtId(qualityArr).pop();
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let { quality } = getGoodById(blueprtId);
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let { bossHpSum, bossHpArr } = getBossHpByBlueprtId(blueprtId);
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let comTeam: MemComBtlTeam = createComTeamData(teamCode, false, blueprtId, COM_TEAM_STATUS.DEFAULT, 'robot', 0, bossHpSum || 10000, quality, transBossHpArr(bossHpArr))
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let comTeam: MemComBtlTeam = createComTeamData(teamCode, false, blueprtId, 'robot', 0)
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let { quality } = getGoodById(blueprtId);
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let isFrd = await getFrd(roleId, quality);
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// 将玩家加入队伍
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let roleInfo = new RoleStatus(roleId, roleName, false, isFrd, headHid, sHid, topFiveCe, lv);
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