活动:添加保底判断
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@@ -74,16 +74,22 @@ export class NewHeroGachaHandler {
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let floorReward = false;//是否中保底奖励
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let activityData = [];//活动需要统计抽中的英雄、碎片品质
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for (let i = 0; i < count; i++) {
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// // 按照一般概率抽出
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let { dic: { id: base, goodId } } = getRandEelmWithWeight(item.percent);//{"dic":{"id":1,"weight":59,"goodId":1},"index":0}
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if (base == item.floorReward) {
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let base = 0;
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let goodId = 0;
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if (floorReward! && (item.count + i >= item.floorCount)) {//保底奖励
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let reward = item.percent[item.floorReward];//{"id":1,"weight":59,"goodId":1}
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base = reward.id;
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goodId = reward.goodId;
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} else {//按照一般概率抽出
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let randomObj = getRandEelmWithWeight(item.percent);//{"dic":{"id":1,"weight":59,"goodId":1},"index":0}
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base = randomObj.dic.id;
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goodId = randomObj.dic.goodId;
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}
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if (base == item.floorReward) {//中了保底
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floorReward = true;
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}
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console.log('dddddddddddddddddd', JSON.stringify(base));
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// let contentId = getFloorResult(gachaId, base, floor);
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// if (contentId == false) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let result = getResultFromContentIdNewHeroActivity(base, goodId, lv);
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console.log('ddddddddddd', JSON.stringify(result))
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if (result.hid > 0) {
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let hasHero = userHeroes.find(cur => cur.hid == result.hid);
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if (hasHero) { // 已有转换为碎片
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@@ -115,15 +121,6 @@ export class NewHeroGachaHandler {
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let { heroes } = await createHeroes(roleId, roleName, sid, serverId, funcs, heroInfo);
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await addItems(roleId, roleName, sid, items);
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// // 任务
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// await checkTask(roleId, sid, funcs, TASK_TYPE.GASHA, count, true, {});
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// //活动统计
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// await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.GASHA, count)
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// for (let hero of heroes) {
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// activityData.push({ hid: hero.hid, quality: hero.quality });
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// }
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// await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.GACHA_QUALITY_COUNT, count, { heroes: activityData })
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return resResult(STATUS.SUCCESS, {
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hid, activityId, count,
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heroes, result: resultList
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