寻宝:合并使用的常量
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@@ -1,6 +1,6 @@
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import { FriendPointModel } from './../db/FriendPoint';
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import { STATUS } from './../consts/statusCode';
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import { COM_BATTLE_ROBOT_ID_NAME, COM_BATTLE_ROBOT_CE_RATIO, COM_BATTLE_ROBOT_ROUND_LMT, COM_BATTLE_ROBOT_HURT_RATIO, COM_BATTLE_ROBOT_HURT_CH_RATIO, COM_TEAM_STATUS, COM_BATTLE_ASSIST_REWARD_RATIO, COM_BATTLE_FRDCNT_MAX, COM_BATTLE_FRDCNT_DROP, CURRENCY_BY_TYPE, CURRENCY_TYPE, FRIEND_DROP_TYPE } from './../consts/consts';
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import { COM_BATTLE_ROBOT_ID_NAME, COM_TEAM_STATUS, CURRENCY_BY_TYPE, CURRENCY_TYPE, FRIEND_DROP_TYPE, COM_BTL_CONST, FRIEND_DROP_MAX } from './../consts/consts';
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import { RoleStatus, ComBattleTeamModel } from './../db/ComBattleTeam';
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import { getBluePrtByQuality, getComBtlSetByQuality, getRewardByBlueprtId, getWarById, getWarIdByBlueprtId } from "../pubUtils/gamedata";
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import { getRandEelm, getRandValue, resResult, ratioReward } from "../pubUtils/util";
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@@ -27,8 +27,8 @@ export function getRandComBtlRobots(topFiveCe: number, lv: number, cnt: number)
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// 创建并添加机器人
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let robotStArr = [], robotIdArr = [];
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for (let robot of robotHeroes) {
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const robotCe = getRandValue(topFiveCe || 0, COM_BATTLE_ROBOT_CE_RATIO, 0);
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const robotLv = getRandValue(lv, COM_BATTLE_ROBOT_CE_RATIO, 0);
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const robotCe = getRandValue(topFiveCe || 0, COM_BTL_CONST.ROBOT_CE_RATIO, 0);
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const robotLv = getRandValue(lv, COM_BTL_CONST.ROBOT_CE_RATIO, 0);
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const imgHid = robot[Math.floor(Math.random() * robot.length)];
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const { robotRoleId, robotRoleName } = COM_BATTLE_ROBOT_ID_NAME[Math.floor(Math.random() * COM_BATTLE_ROBOT_ID_NAME.length)];
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let robotStatus = new RoleStatus(robotRoleId, robotRoleName, false, false, imgHid, imgHid, robotCe, robotLv, robot, true);
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@@ -54,11 +54,11 @@ export function checkComBattleResult(teamStatus) {
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}
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});
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// 没有活人的话看看还有没有机器人没打完伤害
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if (allPlayerKilled && teamStatus.curRnd < COM_BATTLE_ROBOT_ROUND_LMT) {
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if (allPlayerKilled && teamStatus.curRnd < COM_BTL_CONST.ROBOT_RND_LMT) {
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teamStatus.roleStatus.forEach(st => {
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if (st.isRobot) {
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const deltaRnd = COM_BATTLE_ROBOT_ROUND_LMT - teamStatus.curRnd;
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let hurtHp = getRandValue(teamStatus.bossHp / COM_BATTLE_ROBOT_ROUND_LMT * COM_BATTLE_ROBOT_HURT_RATIO, COM_BATTLE_ROBOT_HURT_CH_RATIO, 0) * deltaRnd; // 1 个机器人对 boss 造成的总伤害
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const deltaRnd = COM_BTL_CONST.ROBOT_RND_LMT - teamStatus.curRnd;
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let hurtHp = getRandValue(teamStatus.bossHp / COM_BTL_CONST.ROBOT_RND_LMT * COM_BTL_CONST.ROBOT_HURT_RATIO, COM_BTL_CONST.ROBOT_HURT_CH_RATIO, 0) * deltaRnd; // 1 个机器人对 boss 造成的总伤害
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robotRestHurt += hurtHp;
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}
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})
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@@ -96,9 +96,8 @@ export async function checkComBattleDrop(roleId: string, battleCode: string) {
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if (!roleSt.isCap) {
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if (roleSt.isFrd) {
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fixReward = '&';
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// TODO: 消耗品情谊点添加
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} else {
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fixReward = ratioReward(fixReward, COM_BATTLE_ASSIST_REWARD_RATIO);
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fixReward = ratioReward(fixReward, COM_BTL_CONST.ASSIST_REWARD_RATIO);
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}
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}
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await ComBattleTeamModel.updateRewardSt(team.teamCode, roleId, true);
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@@ -126,15 +125,15 @@ export async function getRealReward(blueprtId: number, roleSt: RoleStatus) {
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if (!roleSt.isCap) {
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if (roleSt.isFrd) {
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let frdPointRec = await FriendPointModel.getFrdPointRecToday(roleSt.roleId, FRIEND_DROP_TYPE.COM_BATTLE);
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if (!frdPointRec || frdPointRec.cnt <= COM_BATTLE_FRDCNT_MAX - COM_BATTLE_FRDCNT_DROP) {
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fixRewardStr = `${CURRENCY_BY_TYPE.get(CURRENCY_TYPE.FRIEND_POINT)}&${COM_BATTLE_FRDCNT_DROP}`;
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} else if (frdPointRec.cnt < COM_BATTLE_FRDCNT_MAX) {
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fixRewardStr = `${CURRENCY_BY_TYPE.get(CURRENCY_TYPE.FRIEND_POINT)}&${COM_BATTLE_FRDCNT_DROP - frdPointRec.cnt}`;
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if (!frdPointRec || frdPointRec.cnt <= FRIEND_DROP_MAX.COM_BTL - COM_BTL_CONST.FRDCNT_DROP) {
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fixRewardStr = `${CURRENCY_BY_TYPE.get(CURRENCY_TYPE.FRIEND_POINT)}&${COM_BTL_CONST.FRDCNT_DROP}`;
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} else if (frdPointRec.cnt < FRIEND_DROP_MAX.COM_BTL) {
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fixRewardStr = `${CURRENCY_BY_TYPE.get(CURRENCY_TYPE.FRIEND_POINT)}&${COM_BTL_CONST.FRDCNT_DROP - frdPointRec.cnt}`;
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} else {
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fixRewardStr = '&';
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}
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} else {
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fixRewardStr = ratioReward(fixRewardStr, COM_BATTLE_ASSIST_REWARD_RATIO);
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fixRewardStr = ratioReward(fixRewardStr, COM_BTL_CONST.ASSIST_REWARD_RATIO);
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}
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}
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return fixRewardStr;
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