养成:修复觉醒bug
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@@ -229,13 +229,13 @@ export class HeroHandler {
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let newStarStage = oldStarStage;
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let newStarStage = oldStarStage;
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let max = isOneClick ? ABI_STAGE.END : oldStarStage + 1;
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let max = isOneClick ? ABI_STAGE.END : oldStarStage + 1;
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let check = new CheckMeterial(roleId);
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let check = new CheckMeterial(roleId);
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for (let i = 0; i < max; i++) {
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for (let i = oldStarStage; i < max; i++) {
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let isEnough = await check.decrease([{ id: pieceId, count: curDicHeroStar.advanceUpFragmentNum }]);
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let isEnough = await check.decrease([{ id: pieceId, count: curDicHeroStar.advanceUpFragmentNum }]);
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if(!isEnough) break; // 消耗不足
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if(!isEnough) break; // 消耗不足
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newStarStage++;
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newStarStage++;
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}
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}
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if (newStarStage == 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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if (newStarStage == oldStarStage) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let consumes = check.getConsume();
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let consumes = check.getConsume();
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let result = await handleCost(roleId, sid, consumes);
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let result = await handleCost(roleId, sid, consumes);
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if (!result)
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if (!result)
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@@ -359,13 +359,13 @@ export class HeroHandler {
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let newColorStarStage = oldColorStarStage;
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let newColorStarStage = oldColorStarStage;
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let max = isOneClick ? ABI_STAGE.END : oldColorStarStage + 1;
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let max = isOneClick ? ABI_STAGE.END : oldColorStarStage + 1;
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let check = new CheckMeterial(roleId);
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let check = new CheckMeterial(roleId);
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for (let i = 0; i < max; i++) {
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for (let i = oldColorStarStage; i < max; i++) {
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let { fragmentNum, consume } = curDicHeroStar;
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let { fragmentNum, consume } = curDicHeroStar;
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let isEnough = await check.decrease([{ id: pieceId, count: fragmentNum }, ...consume]);
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let isEnough = await check.decrease([{ id: pieceId, count: fragmentNum }, ...consume]);
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if(!isEnough) break; // 消耗不足
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if(!isEnough) break; // 消耗不足
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newColorStarStage++;
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newColorStarStage++;
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}
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}
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if (newColorStarStage == 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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if (newColorStarStage == oldColorStarStage) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let consumes = check.getConsume();
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let consumes = check.getConsume();
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let result = await handleCost(roleId, sid, consumes);
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let result = await handleCost(roleId, sid, consumes);
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if (!result)
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if (!result)
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@@ -425,7 +425,7 @@ export class HeroHandler {
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let newJobStage = hero.jobStage;
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let newJobStage = hero.jobStage;
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let max = isOneClick ? dicJob.maxStage: hero.jobStage + 1;
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let max = isOneClick ? dicJob.maxStage: hero.jobStage + 1;
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let check = new CheckMeterial(roleId);
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let check = new CheckMeterial(roleId);
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for(let i = 0; i < max; i++) {
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for(let i = hero.jobStage; i < max; i++) {
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let singleConsume = dicJob.trainingConsume[hero.jobStage];
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let singleConsume = dicJob.trainingConsume[hero.jobStage];
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if(!singleConsume) break; // 每天消耗不可训练
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if(!singleConsume) break; // 每天消耗不可训练
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@@ -433,7 +433,7 @@ export class HeroHandler {
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if(!isEnough) break; // 消耗不足
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if(!isEnough) break; // 消耗不足
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newJobStage ++;
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newJobStage ++;
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}
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}
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if (newJobStage == 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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if (newJobStage == hero.jobStage) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let consumes = check.getConsume();
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let consumes = check.getConsume();
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let result = await handleCost(roleId, sid, consumes);
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let result = await handleCost(roleId, sid, consumes);
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if (!result)
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if (!result)
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