将魂商店:修改产出
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@@ -1,6 +1,6 @@
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import { Application, BackendSession } from "pinus";
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import { gameData } from "../../../pubUtils/data";
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import { resResult } from "../../../pubUtils/util";
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import { parseGoodStr, resResult } from "../../../pubUtils/util";
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import { STATUS, GUILD_STRUCTURE, ITID, CONSUME_TYPE, HERO_QUALITY_TYPE, HERO_GROW_MAX } from "../../../consts";
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import { DicShopListModel } from "../../../db/DicShopList";
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import { UserShopModel } from "../../../db/UserShop";
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@@ -10,6 +10,7 @@ import { SHOP } from "../../../pubUtils/dicParam";
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import { getHonourObject } from "../../../pubUtils/itemUtils";
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import { HeroModel } from "../../../db/Hero";
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import { getShopListById } from "../../../services/shopService";
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import { RewardInter } from "../../../pubUtils/interface";
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export default function(app: Application) {
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return new ShopHandler(app);
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@@ -122,18 +123,17 @@ export class ShopHandler {
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let costResult = await handleCost(roleId, sid, cost);
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if(!costResult) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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let honour = 0;
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let reward: RewardInter[] = [];
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switch (dicGoods.quality) {
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case HERO_QUALITY_TYPE.BLUE:
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honour = SHOP.HERO_SOUL_BULE * count; break;
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reward = parseGoodStr(SHOP.HERO_SOUL_BULE); break;
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case HERO_QUALITY_TYPE.PURPLE:
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honour = SHOP.HERO_SOUL_PURPLE * count; break;
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reward = parseGoodStr(SHOP.HERO_SOUL_PURPLE); break;
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case HERO_QUALITY_TYPE.GOLD:
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honour = SHOP.HERO_SOUL_GOLDEN * count; break;
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reward = parseGoodStr(SHOP.HERO_SOUL_GOLDEN); break;
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}
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// 增加功勋
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let reward = getHonourObject(honour);
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let goods = await addItems(roleId, roleName, sid, [reward]);
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// 增加货币
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let goods = await addItems(roleId, roleName, sid, reward.map(cur => { return {id: cur.id, count: cur.count * count} }));
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return resResult(STATUS.SUCCESS, {
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goodsId, count,
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