寻宝:协助次数&匹配范围修改
This commit is contained in:
@@ -1,43 +1,33 @@
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import { MemComBtlTeam } from './../domain/battleField/ComBattleTeamField';
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import { ItemModel } from './../db/Item';
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import { ITEM_CHANGE_REASON, IT_TYPE } from './../consts';
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import { COM_BTL_QUALITY } from './../consts/constModules/itemConst';
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import { FriendRelationModel } from './../db/FriendRelation';
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import { RoleModel, RoleType } from './../db/Role';
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import { EquipPrintDropType, EquipPrintDropModel } from './../db/EquipPrintDrop';
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import { FriendPointModel } from './../db/FriendPoint';
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import { STATUS } from './../consts/statusCode';
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import { COM_TEAM_STATUS, FRIEND_DROP_TYPE, COM_BTL_CONST, FRIEND_DROP_MAX } from './../consts';
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import { RoleStatus, ComBattleTeamModel, ComBattleTeamType } from './../db/ComBattleTeam';
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import { getRandEelm, getRandValue, resResult, ratioReward, getRandValueByMinMax, getRandEelmWithWeight, getRobotInfo } from "../pubUtils/util";
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import { getRandRobot, transBossHpArr } from "./battleService";
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import { difference, omit } from 'underscore';
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import { Channel, ChannelService, pinus } from 'pinus';
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import { TREASURE, EXTERIOR } from '../pubUtils/dicParam';
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import { getFriendLvAdd } from './friendService';
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import { getRoleIds } from '../pubUtils/friendUtil';
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import { getTeamSearchByQuality, rmRoleFromQueue } from './redisService';
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import { getTeamSearchByLv, rmRoleFromQueue } from './redisService';
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import { addUserToChannel } from './roleService';
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import { ChannelUser } from '../domain/ChannelUser';
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import { getRewardByBlueprtId, gameData, getBossHpByBlueprtId } from '../pubUtils/data';
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import { getFriendPointObject } from '../pubUtils/itemUtils';
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import { DicWar } from '../pubUtils/dictionary/DicWar';
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import { getRewardByBlueprtId, gameData, getBossHpByBlueprtId, getDicBlueprtById } from '../pubUtils/data';
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import { getZeroPointD, nowSeconds } from '../pubUtils/timeUtil';
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import { dispatch } from '../pubUtils/dispatcher';
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import { handleCost } from './rewardService';
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/**
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* 在给定的品质列表中随机返回一定数量的藏宝图Id
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* @param qualityArr 品质数组,在所有给定品质的藏宝图中筛选1
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* @param lv 品质数组,在所有给定品质的藏宝图中筛选1
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* @param cnt 返回藏宝图数量
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*/
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export function getRandBlueprtId(qualityArr: number[], lvRange: number, cnt = 1) {
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if (!qualityArr || !qualityArr.length) return null;
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let blueprtIdArr: number[] = [];
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for (let q of qualityArr) {
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blueprtIdArr = blueprtIdArr.concat(gameData.blueprtWithQualityAndStar.get(`${q}_${lvRange}`));
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}
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if (blueprtIdArr.length === 0) return null;
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export function getRandBlueprtId(lv: number, cnt = 1) {
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if (!gameData.blueprtByLv.has(lv)) return null;
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let blueprtIdArr: number[] = gameData.blueprtByLv.get(lv)||[];
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const res = getRandEelm(blueprtIdArr, cnt);
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// console.log('******** getRandBlueprtId', blueprtIdArr, cnt, res)
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@@ -167,37 +157,14 @@ export async function getRealReward(blueprtId: number, roleSt: RoleStatus) {
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}
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export async function getAllAssistCnt(roleId: string) {
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let cntMap = await getAssistTimesByQuality(roleId);
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let cnt = [];
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for (let i = 0; i < COM_BTL_QUALITY.length; ++i) {
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cnt[i] = cntMap.get(i + 1) || 0;
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}
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return cnt;
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let teams = await ComBattleTeamModel.getAssistTeamsByTime(roleId, getZeroPointD(), true);
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return teams.length;
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}
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export async function getAssistTimesByQuality(roleId: string, qualityArr?: number[]) {
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let teams = await ComBattleTeamModel.getAssistTeamsByTime(roleId, qualityArr, getZeroPointD(), true);
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let cntMap = new Map<number, number>();
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teams.forEach(team => {
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if (team && team.quality && team.roleStatus) {
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for (let st of team.roleStatus) {
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if (st.roleId !== roleId || st.isFrd) {
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continue;
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}
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let cnt = cntMap.get(team.quality) || 0;
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cntMap.set(team.quality, cnt + 1)
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}
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}
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});
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return cntMap;
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}
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export async function getFrd(roleId: string, quality: number) {
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export async function getFrd(roleId: string) {
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let isFrd = false;
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let assistTimes = await getAssistTimesByQuality(roleId, [quality]);
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let assistTime = assistTimes.get(quality);
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let { assistanceTime } = gameData.xunbao.get(quality);
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if (assistTime >= assistanceTime) isFrd = true;
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let cnt = await getAllAssistCnt(roleId);
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if (cnt >= TREASURE.TREASURE_ASSIST_TIME) isFrd = true;
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return isFrd;
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}
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@@ -242,7 +209,7 @@ function updateRobotKilled(bossHp: number, roleSt: RoleStatus) {
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}
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export async function handleComBtlProgress(teamStatus: MemComBtlTeam, robotHurtTimer: Map<string, NodeJS.Timer>, teamMap: Map<string, MemComBtlTeam>, channel: Channel) {
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const { teamCode, roleIds, capId, quality } = teamStatus;
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const { teamCode } = teamStatus;
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// 判断战斗是否结束
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let battleSt = checkComBattleResult(teamStatus);
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teamStatus.status = battleSt;
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@@ -351,15 +318,15 @@ export function clearRobotHurtTimer(teamStatus, robotHurtTimer: Map<string, Node
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/**
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* @description 检查寻宝等级是否合法
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* @export
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* @param {number} lv 玩家等级
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* @param {number} lvRange 藏宝图等级范围
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* @param {number} playerLv 玩家等级
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* @param {number} blueprtLv 藏宝图等级
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* @returns
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*/
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export function comBtlLvInvalid(lv: number, lvRange: number) {
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const range = gameData.comBtlLvRange.get(lvRange);
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export function comBtlLvInvalid(playerLv: number, blueprtLv: number) {
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const range = gameData.comBtlLvRange.get(blueprtLv);
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if (!range) return true;
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let { min, max } = range;
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return lv < min || lv > max;
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return playerLv < min || playerLv > max;
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}
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export async function dismissTeam(teamStatus: MemComBtlTeam, teamMap: Map<string, MemComBtlTeam>, roleId: string, teamDisTimer: Map<string, NodeJS.Timer>, channel) {
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@@ -501,18 +468,17 @@ async function teammateValid(roleInfo: Partial<RoleType>, roleId: string, roleId
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* @param {string} roleId 要加入玩家的信息
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* @param {string[]} roleIds 队伍中当前玩家列表
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* @param {number} ceLimit
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* @param {number} quality
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* @returns
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*/
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export async function getValidTeammateRoleSt(roleId: string, roleIds: string[], ceLimit: number, quality: number) {
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export async function getValidTeammateRoleSt(roleId: string, roleIds: string[], ceLimit: number) {
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let roleInfo = await RoleModel.findByRoleId(roleId, null, true);
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let { roleName, head = EXTERIOR.EXTERIOR_FACE, frame = EXTERIOR.EXTERIOR_FACECASE, spine = EXTERIOR.EXTERIOR_APPEARANCE, topLineupCe, lv } = roleInfo;
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let { roleName, head = EXTERIOR.EXTERIOR_FACE, frame = EXTERIOR.EXTERIOR_FACECASE, spine = EXTERIOR.EXTERIOR_APPEARANCE, topLineupCe, lv: playerLv } = roleInfo;
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const valid = await teammateValid(roleInfo, roleId, roleIds, ceLimit);
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if (!valid) return null;
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let isFrd = await getFrd(roleId, quality);
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const result = new RoleStatus(roleId, roleName, false, isFrd, head, frame, spine, topLineupCe, lv);
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let isFrd = await getFrd(roleId);
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const result = new RoleStatus(roleId, roleName, false, isFrd, head, frame, spine, topLineupCe, playerLv);
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return result;
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}
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@@ -532,36 +498,7 @@ export async function teammateInBlackList(roleId: string, roleIds: string[]) {
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}
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export function blueprtIdValid(id: number) {
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const goodData = gameData.goods.get(id);
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return goodData && goodData.itid === IT_TYPE.BLUEPRT && COM_BTL_QUALITY.indexOf(goodData.quality) !== -1;
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}
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/**
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* @description 创建 ComBattleTeam 的数据结构
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* @export
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* @param {string} teamCode
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* @param {boolean} pub
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* @param {number} blueprtId
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* @param {number} status
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* @param {string} capId
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* @param {number} ceLimit
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* @param {number} bossHp
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* @param {number} quality
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* @param {BossHp[]} bossHpArr
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* @returns
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*/
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export function createComTeamData(teamCode: string, pub: boolean, blueprtId: number, capId: string, ceLimit: number) {
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const { equipLvl, quality } = gameData.goods.get(blueprtId);
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const { bossHpSum, bossHpArr } = getBossHpByBlueprtId(blueprtId);
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const curRnd = 0;
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const roleCnt = 1;
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const timeout = false;
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const bossCurHp = bossHpSum;
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const bossHp = bossHpSum;
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const status = COM_TEAM_STATUS.DEFAULT;
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return {
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teamCode, pub, blueprtId, status, capId, ceLimit, bossHp, bossCurHp, quality, bossHpArr: transBossHpArr(bossHpArr), curRnd, roleCnt, timeout, lvRange: equipLvl, blacklist: []
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};
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return gameData.blueprt.has(id);
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}
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/**
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@@ -619,14 +556,14 @@ export function addRoleStToTeam(comTeam: MemComBtlTeam, roleSt: RoleStatus) {
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* @returns
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*/
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export async function addValidSearchingRoles(comTeam: MemComBtlTeam, channelService: ChannelService) {
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const { quality, equipLvl } = gameData.goods.get(comTeam.blueprtId);
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let teammates = await getTeamSearchByQuality(quality, equipLvl);
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const { lv } = getDicBlueprtById(comTeam.blueprtId);
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let teammates = await getTeamSearchByLv(lv);
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if (teammates && teammates.length) {
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for (let teammate of teammates) {
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const { roleId: teammateRoleId, sid } = teammate;
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const st = await getValidTeammateRoleSt(teammateRoleId, comTeam.roleIds, comTeam.ceLimit, quality);
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const st = await getValidTeammateRoleSt(teammateRoleId, comTeam.roleIds, comTeam.ceLimit);
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if (!st) continue;
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await rmRoleFromQueue(teammateRoleId, sid, COM_BTL_QUALITY, null); // 匹配成功后删除redis中该用户的匹配记录
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await rmRoleFromQueue(teammateRoleId, sid); // 匹配成功后删除redis中该用户的匹配记录
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addRoleStToTeam(comTeam, st);
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const channel = channelService.getChannel(comTeam.teamCode, false);
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addUserToChannel(channel, new ChannelUser(teammateRoleId, sid));
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@@ -133,11 +133,10 @@ export async function updateUserInfo(key: string, roleId: string, arr: Array<{fi
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/**
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* @description 拼接匹配分组的 key
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* @param {number} quality 品质
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* @param {number} lvRange 等级范围
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* @param {number} lv 藏宝图品阶
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*/
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function getComTeamKey(quality: number, lvRange: number) {
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return `${REDIS_KEY.COM_TEAM_SEARCH_PRE}:${quality}_${lvRange}`;
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function getComTeamKey(lv: number) {
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return `${REDIS_KEY.COM_TEAM_SEARCH_PRE}:${lv}`;
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}
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/**
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@@ -159,14 +158,9 @@ function getComTeamValue(roleId: string, sid: string) {
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* @param {number} lvRange
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* @returns
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*/
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export async function setTeamSearchReq(roleId: string, sid: string, qualityArr: Array<number>, lvRange: number) {
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let cmds = [];
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qualityArr.forEach(quality => {
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if (quality) {
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cmds.push(['sadd', getComTeamKey(quality, lvRange), getComTeamValue(roleId, sid)]);
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}
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});
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const res = await redisClient().multi(cmds).execAsync();
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export async function setTeamSearchReq(roleId: string, sid: string, lv: number) {
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const res = await redisClient().saddAsync(getComTeamKey(lv), [getComTeamValue(roleId, sid)]);
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console.log('setTeamSearchReq: ', res);
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return res;
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}
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@@ -176,21 +170,18 @@ export async function setTeamSearchReq(roleId: string, sid: string, qualityArr:
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* @export
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* @param {string} roleId
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* @param {string} sid
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* @param {Array<number>} qualityArr
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* @param {number} lvRange
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* @param {number} lv 如果不填表示所有品阶
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*/
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export async function rmRoleFromQueue(roleId: string, sid: string, qualityArr: Array<number>, lvRange: number) {
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export async function rmRoleFromQueue(roleId: string, sid: string, lv?: number) {
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let cmds = [];
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for (let q of qualityArr) {
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if (lvRange) {
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cmds.push(['srem', getComTeamKey(q, lvRange), getComTeamValue(roleId, sid)]);
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} else {
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for (let range of comBtlRanges()) {
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cmds.push(['srem', getComTeamKey(q, range), getComTeamValue(roleId, sid)]);
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}
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if (lv) {
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cmds.push(['srem', getComTeamKey(lv), getComTeamValue(roleId, sid)]);
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} else {
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for (let range of comBtlRanges()) {
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cmds.push(['srem', getComTeamKey(range), getComTeamValue(roleId, sid)]);
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}
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};
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}
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await redisClient().multi(cmds).execAsync();
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}
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@@ -201,10 +192,10 @@ export async function rmRoleFromQueue(roleId: string, sid: string, qualityArr: A
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* @param {number} lvRange 等级范围
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* @returns
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*/
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export async function getTeamSearchByQuality(quality: number, lvRange: number) {
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export async function getTeamSearchByLv(lv: number) {
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// TODO: 操作不具有原子性
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const userInfos = await redisClient().srandmemberAsync(getComTeamKey(quality, lvRange), 2);
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console.log('getTeamSearchByQuality: ' + userInfos);
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const userInfos = await redisClient().srandmemberAsync(getComTeamKey(lv), 2);
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console.log('getTeamSearchByLv: ' + userInfos);
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if (!userInfos || !userInfos.length) return null;
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let res = [];
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@@ -213,7 +204,7 @@ export async function getTeamSearchByQuality(quality: number, lvRange: number) {
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if (decodeData.length !== 2) return null;
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res.push({roleId: decodeData[0], sid: decodeData[1]});
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}
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console.log('getTeamSearchByQuality res: ', res);
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console.log('getTeamSearchByLv res: ', res);
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return res;
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}
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@@ -222,17 +213,14 @@ export async function getTeamSearchByQuality(quality: number, lvRange: number) {
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* @export
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* @param {string} roleId
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* @param {string} sid
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* @param {Array<number>} qualityArr
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* @param {number} lvRange
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* @param {number} lv
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* @returns
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*/
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export async function checkRoleInQueue(roleId: string, sid: string, qualityArr: Array<number>, lvRange: number) {
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for (let quality of qualityArr) {
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let res = await redisClient().sismemberAsync(getComTeamKey(quality, lvRange), `${roleId}:${sid}`);
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if (res) {
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return true;
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}
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};
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export async function checkRoleInQueue(roleId: string, sid: string, lv: number) {
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let res = await redisClient().sismemberAsync(getComTeamKey(lv), `${roleId}:${sid}`);
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if (res) {
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return true;
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}
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return false;
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}
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@@ -241,11 +229,7 @@ export async function checkRoleInQueue(roleId: string, sid: string, qualityArr:
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* @export
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*/
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export async function clearComBtlQueue() {
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for (let q of COM_BTL_QUALITY) {
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for (let lvRange of comBtlRanges()) {
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await redisClient().delAsync(getComTeamKey(q, lvRange));
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}
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}
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await delKeys(REDIS_KEY.COM_TEAM_SEARCH_PRE);
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}
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export function setRedis(key: string, data: string) {
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@@ -117,58 +117,6 @@ export class WarReward {
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}
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}
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private async handlerBlueprtReward(num: number) {
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const refTime = getZeroPointD();
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const battleBlueprtDrop = await BattleBlueprtDropModel.findByTime(this.roleId, refTime);
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if(battleBlueprtDrop) {
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let { getNum = 0, curCostAp = 0, getSum = 0, costAp = 0 } = battleBlueprtDrop;
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for(let i = 0; i < num; i ++) {
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let flag = false; // 是否可以获得
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if( curCostAp >= BLUEPRT_CONST.PER_AP) {
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curCostAp = curCostAp - BLUEPRT_CONST.PER_AP; getNum = 0;
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}
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costAp += this.costAp; curCostAp += this.costAp;
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if(getNum == 0) {
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let r = Math.random();
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console.log(r, 1/BLUEPRT_CONST.PER_AP*curCostAp);
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if(r <= 1/BLUEPRT_CONST.PER_AP*curCostAp || (curCostAp >= BLUEPRT_CONST.PER_AP) ) {
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flag = true; // 独立概率随机
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}
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}
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if(getSum >= BLUEPRT_CONST.DAILY_CNT) {
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flag = false;
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}
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if(flag) {
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getNum ++; getSum++;
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const obj = await this.randomBlueprt();
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if(obj) {
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this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, times: i +1, ...obj});
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}
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}
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}
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await BattleBlueprtDropModel.updateByTime(this.roleId, refTime, {
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getNum, curCostAp, getSum, costAp
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});
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}
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}
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private async randomBlueprt() {
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const { lv } = await RoleModel.findByRoleId(this.roleId);
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const dicPossibility = gameData.blueprtPossibility;
|
||||
|
||||
const result = dicPossibility.find(cur => {return cur.min <= lv && cur.max >= lv});
|
||||
|
||||
if(result) {
|
||||
const {dic: {id}} = getRandEelmWithWeight(result.possibility);
|
||||
|
||||
const blueprtList = gameData.blueprt.get(id);
|
||||
const gid = getRandSingleEelm(blueprtList);
|
||||
return {id: gid, count:1}
|
||||
} else {
|
||||
return null
|
||||
}
|
||||
}
|
||||
|
||||
public async saveReward(num: number, combine: boolean = false) {
|
||||
this.rewards = new Array();
|
||||
// let warType = this.warInfo.warType;
|
||||
|
||||
Reference in New Issue
Block a user