寻宝:优化创建队伍时生成组队信息的逻辑
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@@ -5,19 +5,19 @@ import { difference } from 'underscore';
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* @Last Modified by: 梁桐川
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* @Last Modified time: 2020-12-03 21:36:00
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*/
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import { IT_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, COM_TEAM_STATUS, COM_BTL_CONST, CONSUME_TYPE, COM_BTL_QUALITY, QUALITY_TYPE } from './../../../consts';
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import { getGoodById, getBossHpByBlueprtId, getBlueprtComposeByQuality, getBluePrtByQuality, getWarById, getWarIdByBlueprtId, comBtlRangeInfo, comBtlRangeByLv } from '../../../pubUtils/gamedata';
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import { IT_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, COM_TEAM_STATUS, COM_BTL_CONST, CONSUME_TYPE, COM_BTL_QUALITY } from './../../../consts';
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import { getGoodById, getBossHpByBlueprtId, getBlueprtComposeByQuality, getBluePrtByQuality, getWarById, getWarIdByBlueprtId, comBtlRangeByLv } from '../../../pubUtils/gamedata';
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import { ComBattleTeamModel, BossHp, ComBattleTeamType } from '../../../db/ComBattleTeam';
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import Role, { RoleModel } from '../../../db/Role';
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import { STATUS } from '../../../consts/statusCode';
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import { Application, BackendSession } from 'pinus';
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import { resResult, getRandomByLen, calculateNum, getRandValue, ratioReward, reduceCe, getRandValueByMinMax } from '../../../pubUtils/util';
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import { resResult, getRandomByLen, reduceCe, getRandValueByMinMax } from '../../../pubUtils/util';
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import { RoleStatus } from '../../../db/ComBattleTeam';
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import { ItemModel } from '../../../db/Item';
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import { handleFixedReward, addItems, handleCost, decreaseItems } from '../../../services/rewardService';
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import { handleFixedReward, addItems, handleCost } from '../../../services/rewardService';
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import { checkRoleInQueue, getTeamSearchByQuality, rmRoleFromQueue, setTeamSearchReq } from '../../../services/redisService';
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import { transBossHpArr } from '../../../services/battleService';
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import { getRandBlueprtId, getRandComBtlRobots, checkComBattleResult, clearComBtlTimer, getRealReward, getAssistTimesByQuality, getFrd, updateRobotHurtByTime, comBtlLvInvalid, clearRobotHurtTimer, setDismissTimer, dismissTeam, incEquipPrintDrop, randEquipPrintId, handleComBtlProgress, getComBattleFriendAdd } from '../../../services/comBattleService';
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import { getRandBlueprtId, getRandComBtlRobots, clearComBtlTimer, getRealReward, getAssistTimesByQuality, getFrd, updateRobotHurtByTime, comBtlLvInvalid, clearRobotHurtTimer, setDismissTimer, dismissTeam, incEquipPrintDrop, randEquipPrintId, handleComBtlProgress, getComBattleFriendAdd, getValidTeammateRoleSt } from '../../../services/comBattleService';
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import { setAp } from '../../../services/actionPointService';
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import { roleLevelup } from '../../../services/normalBattleService';
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import { FriendRelationModel } from '../../../db/FriendRelation';
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@@ -125,28 +125,12 @@ export class ComBattleHandler {
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let teammates = await getTeamSearchByQuality(goodData.quality, comBtlRangeByLv(goodData.lvLimited));
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if (teammates) {
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for (let teammate of teammates) {
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let roleInfo = await RoleModel.findByRoleId(teammate.roleId);
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if (!roleInfo || roleIds.indexOf(teammate.roleId) !== -1) continue;
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let {roleId, roleName, headHid = 19, sHid = 19, topFiveCe, lv} = roleInfo;
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// 黑名单屏蔽
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let hasBlackList = false;
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for(let hisRoleId of roleIds) {
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let isInBlackList = await FriendRelationModel.isInBlackList(roleId, hisRoleId);
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if(isInBlackList) { hasBlackList = true; break; }
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}
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if(hasBlackList) continue;
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topFiveCe = reduceCe(topFiveCe);
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if (topFiveCe < ceLimit) continue;
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rmRoleFromQueue(roleId, sid, COM_BTL_QUALITY, null); // 匹配成功后删除redis中该用户的匹配记录
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let isFrd = await getFrd(roleId, goodData.quality);
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const st = new RoleStatus(roleId, roleName, false, isFrd, headHid, sHid, topFiveCe, lv);
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const { roleId: teammateRoleId } = teammate;
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const st = getValidTeammateRoleSt(teammateRoleId, roleIds, ceLimit, goodData.quality);
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if (!st) continue;
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rmRoleFromQueue(teammateRoleId, sid, COM_BTL_QUALITY, null); // 匹配成功后删除redis中该用户的匹配记录
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roleStatus.push(st);
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roleIds.push(roleInfo.roleId);
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roleIds.push(teammateRoleId);
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}
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}
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let { bossHpSum, bossHpArr } = getBossHpByBlueprtId(blueprtId);
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