武将重生:添加消耗记录
This commit is contained in:
@@ -15,6 +15,7 @@ import { JewelModel } from "../../../db/Jewel";
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import { getJewelRandSe } from "../../../pubUtils/itemUtils";
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import { checkTaskInEquipQualityUp, checkTaskInEquipStarUp, checkTaskInPutJewel, checkTaskInPutStone } from '../../../services/equipService';
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import { pushEquipQualityMax, pushEquipStarMax } from "../../../services/sysChatService";
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import { addConsumeToHero } from "../../../services/roleService";
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export default function (app: Application) {
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new HandlerService(app, {});
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@@ -95,7 +96,11 @@ export class EquipHandler {
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let { newEplace, updatedEplace } = updateEplace(oldEplace, ePlaceId, { lv: newLv });
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STRENGTH, sid, roleId, hero, { ePlace: newEplace }, [ePlaceId]);
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let update = {
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ePlace: newEplace,
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consumes: addConsumeToHero(hero.consumes, consumes)
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STRENGTH, sid, roleId, hero, update, [ePlaceId]);
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await checkTaskInEquipLvUp(serverId, roleId, sid, oldEplace, newEplace, [ePlaceId]);
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const curHero = {
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@@ -142,7 +147,11 @@ export class EquipHandler {
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let { newEplace, updatedEplace } = updateEplaces(ePlace, eplaceIds);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STRENGTH, sid, roleId, hero, { ePlace: newEplace }, [...eplaceIds.keys()]);
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let update = {
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ePlace: newEplace,
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consumes: addConsumeToHero(hero.consumes, consumes),
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}
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STRENGTH, sid, roleId, hero, update, [...eplaceIds.keys()]);
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await checkTaskInEquipLvUp(serverId, roleId, sid, ePlace, newEplace, [...eplaceIds.keys()]);
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const curHero = {
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@@ -172,7 +181,7 @@ export class EquipHandler {
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let nextEquipQuality = getNextEquipQuality(curEquip.equipId, curEquip.quality, curEquip.qualityStage);
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if(!nextEquipQuality) return resResult(STATUS.EQUIP_QUALITY_MAX);
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let update = {
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let equipUpdate = {
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quality: curEquip.quality,
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qualityStage: curEquip.qualityStage,
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}
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@@ -184,27 +193,32 @@ export class EquipHandler {
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while(nextEquipQuality && nextEquipQuality.quality == curEquip.quality) {
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let isEnough = await check.decrease(nextEquipQuality.consume);
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if(!isEnough) break; // 消耗不足
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update.qualityStage++;
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nextEquipQuality = getNextEquipQuality(curEquip.equipId, update.quality, update.qualityStage)
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equipUpdate.qualityStage++;
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nextEquipQuality = getNextEquipQuality(curEquip.equipId, equipUpdate.quality, equipUpdate.qualityStage)
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}
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} else { // 往下一阶,包括满点之后的升品
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let isEnough = await check.decrease(nextEquipQuality.consume);
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if(isEnough) {
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update.quality = nextEquipQuality.quality;
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update.qualityStage = nextEquipQuality.point;
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equipUpdate.quality = nextEquipQuality.quality;
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equipUpdate.qualityStage = nextEquipQuality.point;
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}
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}
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if(update.quality == curEquip.quality && update.qualityStage == curEquip.qualityStage) {
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if(equipUpdate.quality == curEquip.quality && equipUpdate.qualityStage == curEquip.qualityStage) {
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return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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}
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let consumes = check.getConsume();
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let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.EQUIP_QUALITYUP);
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if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let isUpQuality = update.quality != curEquip.quality;
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let isUpQuality = equipUpdate.quality != curEquip.quality;
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let { newEplace, updatedEplace, newEquip } = updateEplace(oldEplace, ePlaceId, update);
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_QUALITY, sid, roleId, hero, { ePlace: newEplace }, [ePlaceId]);
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let { newEplace, updatedEplace, newEquip } = updateEplace(oldEplace, ePlaceId, equipUpdate);
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let update = {
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ePlace: newEplace,
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consumes: addConsumeToHero(hero.consumes, consumes),
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_QUALITY, sid, roleId, hero, update, [ePlaceId]);
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await checkTaskInEquipQualityUp(serverId, roleId, sid, oldEplace, newEplace, ePlaceId, hid, isUpQuality);
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pushEquipQualityMax(roleId, roleName, serverId, hid, newEquip, isUpQuality);
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@@ -232,7 +246,7 @@ export class EquipHandler {
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let curEquip = oldEplace.find(cur => cur.id == ePlaceId);
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if(!curEquip) return resResult(STATUS.EQUIP_NOT_FIND);
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let update = {
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let equipUpdate = {
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star: curEquip.star,
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starStage: curEquip.starStage,
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}
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@@ -254,8 +268,8 @@ export class EquipHandler {
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let isEnough = await check.decrease(dicEquipStar.subConsume);
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if(isEnough) {
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update.star = nextEquipStar.star;
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update.starStage = 0;
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equipUpdate.star = nextEquipStar.star;
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equipUpdate.starStage = 0;
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}
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}
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} else { // 升小点,包括一键升到满小点和升一个小点
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@@ -263,19 +277,23 @@ export class EquipHandler {
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for(let stage = curEquip.starStage + 1; stage <= toStage; stage++) {
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let isEnough = await check.decrease(dicEquipStar.mainConsume);
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if(!isEnough) break; // 消耗不足
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update.starStage = stage;
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equipUpdate.starStage = stage;
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}
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}
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if(update.star == curEquip.star && update.starStage == curEquip.starStage) {
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if(equipUpdate.star == curEquip.star && equipUpdate.starStage == curEquip.starStage) {
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return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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}
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let consumes = check.getConsume();
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let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.EQUIP_STARUP);
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if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let { newEplace, updatedEplace, newEquip } = updateEplace(oldEplace, ePlaceId, update);
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STAR, sid, roleId, hero, { ePlace: newEplace }, [ePlaceId]);
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let { newEplace, updatedEplace, newEquip } = updateEplace(oldEplace, ePlaceId, equipUpdate);
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let update = {
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ePlace: newEplace,
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consumes: addConsumeToHero(hero.consumes, consumes)
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STAR, sid, roleId, hero, update, [ePlaceId]);
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await checkTaskInEquipStarUp(serverId, roleId, sid, oldEplace, newEplace, ePlaceId, hid, isUpStar);
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pushEquipStarMax(roleId, roleName, serverId, hid, newEquip, isUpStar);
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@@ -395,17 +413,26 @@ export class EquipHandler {
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return resResult(STATUS.STONE_CANNOT_SUIT);
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}
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let consumeResult = await handleCost(roleId, sid, [{ id: gid, count: 1 }], ITEM_CHANGE_REASON.EQUIP_FILL_HOLE);
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if (!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let updateConsumes = hero.consumes;
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if(gid > 0) {
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addConsumeToHero(updateConsumes, [{ id: gid, count: 1 }]);
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let consumeResult = await handleCost(roleId, sid, [{ id: gid, count: 1 }], ITEM_CHANGE_REASON.EQUIP_FILL_HOLE);
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if (!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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}
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if(curStone.stone > 0) { // 返回石头
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addConsumeToHero(updateConsumes, [{ id: curStone.stone, count: -1 }]);
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await addItems(roleId, roleName, sid, [{ id: curStone.stone, count: 1 }], ITEM_CHANGE_REASON.EQUIP_FILL_HOLE);
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}
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let newStone = updateStone(curEquip.stones, stonesId, gid);
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let { newEplace, updatedEplace } = updateEplace(oldEplace, ePlaceId, { stones: newStone });
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let jewel = await JewelModel.findbySeqId(curEquip.jewel);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STONE, sid, roleId, hero, { ePlace: newEplace }, [ePlaceId], { jewel });
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let update = {
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ePlace: newEplace,
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consumes: updateConsumes,
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}
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STONE, sid, roleId, hero, update, [ePlaceId], { jewel });
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await checkTaskInPutStone(serverId, roleId, sid, oldEplace, newEplace, ePlaceId, jewel);
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let curHero = {
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@@ -16,6 +16,8 @@ import { PvpDefenseModel } from '../../../db/PvpDefense';
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import { checkTaskWithHero, checkTask, checkActivityTask } from '../../../services/taskService';
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import { pick } from 'underscore';
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import { updateEplaces } from '../../../services/equipService';
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import { addConsumeToHero } from '../../../services/roleService';
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import { getCoinObject } from '../../../pubUtils/itemUtils';
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export default function (app: Application) {
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new HandlerService(app, {});
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@@ -116,7 +118,8 @@ export class HeroHandler {
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let update = {
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lv: newLv,
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exp: newExp
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exp: newExp,
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consumes: addConsumeToHero(hero.consumes, material)
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.LVUP, sid, roleId, hero, update);
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@@ -180,7 +183,8 @@ export class HeroHandler {
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let update = {
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star: isUpStar ? oldStar + 1 : oldStar,
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starStage: isUpStar ? ABI_STAGE.START : newStarStage
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starStage: isUpStar ? ABI_STAGE.START : newStarStage,
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consumes: addConsumeToHero(hero.consumes, consumes)
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAR, sid, roleId, hero, update);
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@@ -237,12 +241,15 @@ export class HeroHandler {
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if (!curDicHeroQualityUp) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let { fragmentNum } = curDicHeroQualityUp;
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let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: fragmentNum }], ITEM_CHANGE_REASON.HERO_QUALITY_UP);
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let material = [{ id: pieceId, count: fragmentNum }];
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let costResult = await handleCost(roleId, sid, material, ITEM_CHANGE_REASON.HERO_QUALITY_UP);
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if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, hero, {
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quality: hero.quality + 1
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});
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let update = {
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quality: hero.quality + 1,
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consumes: addConsumeToHero(hero.consumes, material)
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, hero, update);
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await calAllHeroCe(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, {}, [hid, 0]); // 升品可能影响到百家学院全局加成
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// 任务
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@@ -313,7 +320,8 @@ export class HeroHandler {
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let update = {
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quality: isWakeUp? quality + 1: quality,
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colorStar: isUpStar ? oldColorStar + 1 : oldColorStar,
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colorStarStage: isUpStar ? ABI_STAGE.START : newColorStarStage
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colorStarStage: isUpStar ? ABI_STAGE.START : newColorStarStage,
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consumes: addConsumeToHero(hero.consumes, consumes)
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, hero, update);
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@@ -378,9 +386,11 @@ export class HeroHandler {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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//重算战力并下发
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TRAIN, sid, roleId, hero, {
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jobStage: newJobStage
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});
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let update = {
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jobStage: newJobStage,
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consumes: addConsumeToHero(hero.consumes, consumes)
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TRAIN, sid, roleId, hero, update);
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// 任务
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await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_TRAIN, hero, [oldJob, oldJobStage]);
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await checkTask(roleId, sid, TASK_TYPE.HERO_TRAIN_SUM, newJobStage - oldJobStage, true, {});
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@@ -407,7 +417,8 @@ export class HeroHandler {
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return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
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if (curJob >= getMaxGradeByjobClass(heroJob.job_class))
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return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
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let result = await handleCost(roleId, sid, heroJob.upGradeConsume, ITEM_CHANGE_REASON.HERO_JOB_STAGEUP);
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let consumes = heroJob.upGradeConsume;
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let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.HERO_JOB_STAGEUP);
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if (!result) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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@@ -417,7 +428,8 @@ export class HeroHandler {
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//重算战力并下发
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let update = {
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job: nextHeroJob.jobid,
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jobStage: 0
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jobStage: 0,
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consumes: addConsumeToHero(hero.consumes, consumes)
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAGEUP, sid, roleId, hero, update);
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// 任务
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@@ -465,12 +477,17 @@ export class HeroHandler {
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if (member.star + member.colorStar < friendShip.level)
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return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
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}
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let result = await handleCost(roleId, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count: friendShip.costCoin }], ITEM_CHANGE_REASON.HERO_CONNECT_ACTIVE);
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let consumes = [getCoinObject(friendShip.costCoin)];
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let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.HERO_CONNECT_ACTIVE);
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if (!result) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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let update = {
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connections: heroConnections,
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consumes: addConsumeToHero(hero.consumes, consumes)
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}
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//重算战力并下发
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.CONNECT, sid, roleId, hero, { connections: heroConnections }, [shipId]);
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.CONNECT, sid, roleId, hero, update, [shipId]);
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// 任务
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await checkTask(roleId, sid, TASK_TYPE.HERO_CONNECT, 1, true, { connectLv: level })
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@@ -540,18 +557,23 @@ export class HeroHandler {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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let updateConsume = addConsumeToHero(hero.consumes, material);
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let update = {
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favour: newExp,
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favourLv: newLv,
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consumes: updateConsume
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}
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//重算战力并下发
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if (oldLv != newLv) {
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await unlockFigure(sid, roleId, [{ type: FIGURE_UNLOCK_CONDITION.HERO_FAVOR, paramHid: hero.hid, paramFavourLv: hero.favourLv }]);
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.FAVOUR, sid, roleId, hero, {
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favour: newExp, favourLv: newLv
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}, [oldLv]);
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.FAVOUR, sid, roleId, hero, update, [oldLv]);
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// 任务
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await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_FAVOUR_LV, hero, [oldLv]);
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await checkActivityTask(serverId, sid, roleId, TASK_TYPE.HERO_FAVOUR_LV, 1, { lv: newLv, oldLv });
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} else {
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hero = await HeroModel.updateHeroInfo(roleId, hero.hid, { favour: newExp, favourLv: newLv });
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hero = await HeroModel.updateHeroInfo(roleId, hero.hid, update);
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}
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return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, favour: hero.favour, favourLv: hero.favourLv, cost: material } });
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}
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