镇念塔:获取任务
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@@ -1,13 +1,13 @@
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import { STATUS } from './../../../consts/statusCode';
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import { HANG_UP_CONSTS, GOLD_COST_RATIO, TOWER_TASK_CONST, REDIS_KEY } from './../../../consts';
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import { TowerTaskRecModel } from './../../../db/TowerTaskRec';
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import { TowerTaskRecModel, TowerTaskRecType } from './../../../db/TowerTaskRec';
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import { HangUpSpdUpRecModel } from './../../../db/HangUpSpdUpRec';
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import { HangUpRecordModel } from './../../../db/HangUpRecord';
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import { RoleModel } from './../../../db/Role';
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import { TowerRecordModel } from './../../../db/TowerRecord';
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import { Application, BackendSession } from 'pinus';
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import { resResult, shouldRefresh, calculateNum, genCode } from '../../../pubUtils/util';
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import { calcuHangUpReward, checkTaskConditions, checkHangUpSpdUpCnt, createCurTasks, treatTask, getRemainTime, getDoingOrWaitingTasks, getTowerStatus, getHungupRewards, getTasks } from '../../../services/battleService';
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import { calcuHangUpReward, checkTaskConditions, checkHangUpSpdUpCnt, refreshTasks, treatTask, getRemainTime, getDoingOrWaitingTasks, getTowerStatus, getHungupRewards, getTasks, checkTaskRewards } from '../../../services/battleService';
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import { addItems, handleCost } from '../../../services/rewardService';
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import { checkBattleHeroes } from '../../../services/normalBattleService';
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import { getGoldObject } from '../../../pubUtils/itemUtils';
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@@ -152,13 +152,12 @@ export class TowerBattleHandler {
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}
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// 只刷掉当前面板上没有做派遣的任务
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const batchCode = genCode(8);
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let batchCode = genCode(8);
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let curTasks = await TowerTaskRecModel.getCurTasks(roleId); // 当前显示中的任务
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let {waitingTaskCode, doingTaskCode, doingIds} = getDoingOrWaitingTasks(curTasks, curTime);
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await TowerTaskRecModel.hideTask(roleId, waitingTaskCode); // 隐藏没有在做的任务
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await TowerTaskRecModel.updateBatchCode(roleId, doingTaskCode, batchCode); // 更新留下来的旧任务的batchCode
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await createCurTasks(towerLv, batchCode, roleId, roleName, 0, waitingTaskCode.length, doingIds);
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curTasks = await TowerTaskRecModel.getCurTasks(roleId);
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for(let task of curTasks) {
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if(task) batchCode = task.batchCode;
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}
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curTasks = await refreshTasks(towerLv, batchCode, roleId, roleName, curTasks);
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await RoleModel.increaseTowerRefCnt(roleId, 1);
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let refRemainTime = getRemainTime(curTime);
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@@ -222,39 +221,30 @@ export class TowerBattleHandler {
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let roleName = session.get('roleName');
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let sid = session.get('sid');
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let allFlag = !msg.taskCode;
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const { batchCode, taskCode } = msg;
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let allFlag = !taskCode;
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const curTime = new Date();
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let curTasks = await TowerTaskRecModel.getCurTasks(roleId);
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if (!curTasks || curTasks.length == 0) {
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let tasks: TowerTaskRecType[] = [];
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if(allFlag) {
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tasks = await TowerTaskRecModel.getCurTasks(roleId);
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} else {
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let task = await TowerTaskRecModel.getTaskByCode(roleId, taskCode);
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if(task) tasks.push(task);
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}
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if (!tasks || tasks.length == 0) {
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return resResult(STATUS.TOWER_TASK_NOT_FOUND);
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}
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const compTasks: string[] = [];
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let rewards: ItemInter[] = [];
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for (let task of curTasks) {
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if (task.batchCode !== msg.batchCode) {
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return resResult(STATUS.TOWER_TASK_BATCH_NOT_FOUND);
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}
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if ((allFlag || task.taskCode === msg.taskCode) && task.status === 1) {
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let {completeTime, reward, termsForAdd, additionalReward} = gameData.towerTask.get(task.taskId);
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if (task.sendTime && task.sendTime.getTime() + completeTime * 1000 < curTime.getTime()) {
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compTasks.push(task.taskCode);
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rewards = rewards.concat(reward);
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if(termsForAdd) {
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const result = await checkTaskConditions(roleId, task.heroes, termsForAdd);
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if(result) {
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rewards = rewards.concat(additionalReward)
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}
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}
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}
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}
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const checkResult = await checkTaskRewards(roleId, batchCode, tasks);
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if (!checkResult) {
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return resResult(STATUS.TOWER_TASK_BATCH_NOT_FOUND);
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}
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const { compTasks, rewards } = checkResult;
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let goods = await addItems(roleId, roleName, sid, rewards);
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await TowerTaskRecModel.finishTask(msg.batchCode, compTasks);
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await TowerTaskRecModel.showTask(roleId, msg.batchCode, compTasks.length);
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let refRemainTime = getRemainTime(curTime);
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curTasks = await TowerTaskRecModel.getCurTasks(roleId); // 当前显示中的任务
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let curTasks = await TowerTaskRecModel.getCurTasks(roleId); // 当前显示中的任务
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let costGold = TOWER_TASK_CONST.COST_GOLD;
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return resResult(STATUS.SUCCESS, { curTasks: treatTask(curTasks, curTime), goods, refRemainTime, nextCostGold: costGold });
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}
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@@ -1,14 +1,14 @@
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import { HeroModel } from './../db/Hero';
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import { HangUpRecordModel } from './../db/HangUpRecord';
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import { pinus } from 'pinus';
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import { HANG_UP_CONSTS, TOWER_TASK_CONST, REDIS_KEY, TASK_TYPE, TIME_OUTPUT_TYPE, GOLD_COST_RATIO } from './../consts';
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import { HANG_UP_CONSTS, TOWER_TASK_CONST, REDIS_KEY, TASK_TYPE, TIME_OUTPUT_TYPE, GOLD_COST_RATIO, TOWER_TASK_STATUS, MAIL_TYPE } from './../consts';
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import { BattleRecordModel } from './../db/BattleRecord';
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import { TowerRecordModel } from './../db/TowerRecord';
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import { RoleModel, RoleType } from './../db/Role';
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import { shouldRefresh, resResult, cal, getRandEelmWithWeight, calculateNum, genCode } from '../pubUtils/util';
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import { STATUS } from '../consts/statusCode';
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import { HangUpSpdUpRecModel } from '../db/HangUpSpdUpRec';
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import { TowerTaskRecModel } from '../db/TowerTaskRec';
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import { TowerTaskRecModel, TowerTaskRecType } from '../db/TowerTaskRec';
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import { cloneDeep } from 'lodash';
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import { Rank } from './rankService';
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import { checkActivityTask, checkTask } from './taskService';
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@@ -16,6 +16,8 @@ import { getRandExpedition, gameData } from '../pubUtils/data';
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import { ItemInter, RewardInter } from '../pubUtils/interface';
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import { getTimeFunM } from '../pubUtils/timeUtil';
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import { ComRoleStatusHero } from '../db/ComBattleTeam';
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import { sendMailByContent } from './mailService';
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import { DicTowerTask } from '../pubUtils/dictionary/DicTowerTask';
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/**
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* 获取当前镇念塔状态
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@@ -90,11 +92,15 @@ export async function getTasks(role: RoleType) {
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if(needRefresh) {
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const batchCode = genCode(8);
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let {waitingTaskCode, doingTaskCode, doingIds} = getDoingOrWaitingTasks(curTasks, curTime);
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await TowerTaskRecModel.hideTask(roleId, waitingTaskCode); // 隐藏没有在做的任务
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await TowerTaskRecModel.updateBatchCode(roleId, doingTaskCode, batchCode); // 更新留下来的旧任务的batchCode
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await createCurTasks(towerLv, batchCode, roleId, roleName, doingTaskCode.length, TOWER_TASK_CONST.RAND_CNT-doingTaskCode.length, doingIds); // 新建任务
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curTasks = await TowerTaskRecModel.getCurTasks(roleId);
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let preTasks = await TowerTaskRecModel.getPreTasks(roleId);
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if(preTasks && preTasks.length) {
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let checkResult = await checkTaskRewards(roleId, preTasks[0].batchCode, preTasks );
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if(!checkResult) return false;
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await sendMailByContent(MAIL_TYPE.TOWER_TASK_REWARD, roleId, { goods: checkResult.rewards });
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await TowerTaskRecModel.finishTask(preTasks[0].batchCode, preTasks.map(cur => cur.taskCode));
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}
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curTasks = await refreshTasks(towerLv, batchCode, roleId, roleName, []); // 新建任务
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// 重置派遣次数
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const role = await RoleModel.resetTowerCnt(roleId, curTime);
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@@ -107,6 +113,29 @@ export async function getTasks(role: RoleType) {
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return {curTasks: treatTask(curTasks, curTime), refRemainTime, nextCostGold}
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}
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export async function checkTaskRewards(roleId: string, batchCode: string, tasks: TowerTaskRecType[]) {
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const curTime = new Date();
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let compTasks: string[] = [];
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let rewards: RewardInter[] = [];
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for (let task of tasks) {
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if(task.batchCode != batchCode) return false;
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if ( task.status === TOWER_TASK_STATUS.DOINING) {
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let {completeTime, reward, termsForAdd, additionalReward} = gameData.towerTask.get(task.taskId);
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if (task.sendTime && task.sendTime.getTime() + completeTime * 1000 < curTime.getTime()) {
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compTasks.push(task.taskCode);
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rewards.push(...reward);
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if(termsForAdd) {
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const result = await checkTaskConditions(roleId, task.heroes, termsForAdd);
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if(result) {
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rewards.push(...additionalReward);
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}
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}
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}
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}
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}
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return { compTasks, rewards };
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}
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export async function checkTowerWar(roleId: string, battleId: number, heroes: Array<number>) {
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let { towerLv } = await RoleModel.findByRoleId(roleId);
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const towerInfo = gameData.tower.get(towerLv);
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@@ -348,45 +377,79 @@ export async function checkTaskConditions(roleId: string, heroes: number[], cond
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return res;
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}
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/**
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* 创建新的派遣任务
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* @param towerLv 玩家层数
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* @param roleId 玩家id
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* @param roleName 玩家名
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* @param hideNum 隐藏的任务数量
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*/
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export async function createCurTasks(towerLv: number, batchCode: string, roleId: string, roleName: string, hideNum: number, showNum: number, rids: Array<number>) {
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let randomList = [];
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let dicTask = gameData.towerTask;
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for (let [_id, task] of dicTask) {
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let { suitFloor: { min, max } } = task;
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let flag = max ? (towerLv >= min && towerLv <= max) : (towerLv >= min);
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if (flag) {
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randomList.push(task);
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export async function refreshTasks(towerLv: number, batchCode: string, roleId: string, roleName: string, oldTasks:TowerTaskRecType[]) {
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let ridTaskIds: number[] = [];
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let positions = new Map<number, TowerTaskRecType> (); // 需要创建或更新
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for(let i = 1; i <= TOWER_TASK_CONST.RAND_CNT; i++) { // TODO 改为系统参数表
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positions.set(i, null);
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}
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for(let task of oldTasks) {
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if( task.status == TOWER_TASK_STATUS.WAITING ) {
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positions.set(task.position, task);
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} else {
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positions.delete(task.position);
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ridTaskIds.push(task.taskId);
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}
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}
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let returnTasks = new Array();
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const arr = [{ refreshStatus: 0, num: hideNum }, { refreshStatus: 1, num: showNum }];
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for (let { refreshStatus, num } of arr) {
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let taskIds = [];
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for (let i = 0; i < num; i++) {
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let list = randomList.filter(cur => !rids.includes(cur.taskId));
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let { dic: tmp } = getRandEelmWithWeight(list);
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if (tmp) {
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taskIds.push(tmp.taskId);
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rids.push(tmp.taskId)
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let tasks: TowerTaskRecType[] = [];
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for(let [ position, task ] of positions) {
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let taskId = randomTaskId(towerLv, task?task.taskId: 0, ridTaskIds);
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if(task) { // 更新
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await TowerTaskRecModel.updateTask(roleId, batchCode, position, taskId);
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} else {
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await TowerTaskRecModel.createTask(roleId, roleName, batchCode, taskId, position);
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}
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ridTaskIds.push(taskId);
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}
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return tasks
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}
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function randomTaskId(towerLv: number, oldTaskId: number, rids: number[]) {
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let randomList: DicTowerTask[] = [];
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let dicTask = gameData.towerTask;
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let oldQuality = dicTask.has(oldTaskId)? dicTask.get(oldTaskId).quality: 0;
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for (let [_id, task] of dicTask) {
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if(task.quality >= oldQuality + 1) {
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let { suitFloor: { min, max } } = task;
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let flag = max ? (towerLv >= min && towerLv <= max) : (towerLv >= min);
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if (flag) {
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randomList.push(task);
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}
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}
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const curTasks = await TowerTaskRecModel.createTasks(roleId, roleName, batchCode, taskIds, refreshStatus);
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if (refreshStatus == 1) {
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returnTasks = curTasks;
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}
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}
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return returnTasks;
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let list = randomList.filter(cur => !rids.includes(cur.taskId));
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let { dic } = getRandEelmWithWeight(list);
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return dic.taskId;
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}
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// /**
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// * 创建新的派遣任务
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// * @param towerLv 玩家层数
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// * @param roleId 玩家id
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// * @param roleName 玩家名
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// * @param hideNum 隐藏的任务数量
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// */
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// export async function createCurTasks(towerLv: number, batchCode: string, roleId: string, roleName: string, hideNum: number, showNum: number, rids: Array<number>) {
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// let returnTasks = new Array();
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// const arr = [{ refreshStatus: 0, num: hideNum }, { refreshStatus: 1, num: showNum }];
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// for (let { refreshStatus, num } of arr) {
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// let taskIds = [];
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// for (let i = 0; i < num; i++) {
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// }
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// const curTasks = await TowerTaskRecModel.createTasks(roleId, roleName, batchCode, taskIds, refreshStatus);
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// if (refreshStatus == 1) {
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// returnTasks = curTasks;
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// }
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// }
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// return returnTasks;
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// }
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export function getRemainTime(curTime: Date) {
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let nextTime = <number>getTimeFunM(curTime).getAfterDayWithHour(1);
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return Math.floor((nextTime - curTime.getTime()) / 1000);
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