fix 合成装备bug
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@@ -48,7 +48,7 @@ export class EquipHandler {
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let cost = new Array<ItemInter>();
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if(targetGood.suitId > 0) { // 套装
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cost.concat(targetGood.composeMaterial);
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cost = cost.concat(targetGood.composeMaterial);
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let specialMaterial = targetGood.specialMaterial;
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let costCount = 0;
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let equips = await EquipModel.getEquips(originalEquip);
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@@ -83,7 +83,7 @@ export class EquipHandler {
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let sid: string = session.get('sid');
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let {hid, ePlaceId, type} = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
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if(!hero) return resResult(STATUS.HERO_NOT_FIND);
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let { ePlace, lv: playerLv } = hero; // 装备栏
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@@ -135,7 +135,7 @@ export class EquipHandler {
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hero.ePlace = ePlace;
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EPLACE_STRENGTHEN);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP);
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const curHero = {
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hid,
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ePlace: strengthenArr
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@@ -144,7 +144,7 @@ export class EquipHandler {
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}
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// TODO 装备栏精炼
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// 装备栏精炼
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public async refine(msg: { hid: number, ePlaceId: number, material: {id: number, count: number}[] }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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@@ -152,7 +152,7 @@ export class EquipHandler {
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let {hid, ePlaceId, material} = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
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if(!hero) return resResult(STATUS.HERO_NOT_FIND);
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let { ePlace } = hero; // 装备栏
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@@ -169,7 +169,7 @@ export class EquipHandler {
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return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
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}
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// TODO 是否成功精炼
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// 是否成功精炼
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let dicRefine = gameData.refine.get(refineLv + 1);
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if(!dicRefine) {
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return resResult(STATUS.ROLE_INFO_NOT_FOUND)
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@@ -188,7 +188,6 @@ export class EquipHandler {
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let ran = Math.floor(Math.random() * 100);
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let isSuccess = ran <= successRate;
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console.log(successRate, ran, isSuccess)
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// 消耗道具提升成功率 每个道具提升10%成功率
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// 精炼
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@@ -201,7 +200,7 @@ export class EquipHandler {
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let result = await handleCost(roleId, sid, cost);
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if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EPLACE_STRENGTHEN);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP);
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const curHero = {
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hid,
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