军团:炼器堂
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@@ -3,7 +3,7 @@ import { UserGuildModel } from '../../../db/UserGuild';
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import { resResult } from '../../../pubUtils/util';
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import { STATUS, GUILD_OPERATE, TASK_TYPE, ITEM_CHANGE_REASON, ITID, CONSUME_TYPE } from '../../../consts';
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import { GuildRefineModel } from '../../../db/GuildRefine';
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import { getArmyDevelopConsumeById, getGoodById } from '../../../pubUtils/data';
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import { gameData, getArmyDevelopConsumeById, getGoodById } from '../../../pubUtils/data';
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import { nowSeconds } from '../../../pubUtils/timeUtil';
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import { handleCost, addItems, checkGoods } from '../../../services/rewardService';
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import { GuildModel } from '../../../db/Guild';
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@@ -11,10 +11,11 @@ import { findIndex, findWhere } from 'underscore';
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import { lockData } from '../../../services/redLockService';
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import { ARMY } from '../../../pubUtils/dicParam';
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import { CURRENCY_BY_TYPE, CURRENCY_TYPE } from '../../../consts/constModules/itemConst';
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import { openGuildRefine } from '../../../services/guildRefineService';
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import { checkEquipProduceStructureLv, openGuildRefine, refreshRefinCnt } from '../../../services/guildRefineService';
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import { DATA_NAME } from '../../../consts/dataName';
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import { checkTask } from '../../../services/taskService';
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import { guildInter } from '../../../pubUtils/interface';
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import { DicArmyDevelopConsume } from '../../../pubUtils/dictionary/DicArmyDevelopConsume';
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export default function (app: Application) {
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new HandlerService(app, {});
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@@ -37,46 +38,65 @@ export class GuildRefineHandler {
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if (!guildRefine) {
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guildRefine = await openGuildRefine(code);
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}
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return resResult(STATUS.SUCCESS, { scienceTrees: guildRefine.scienceTrees });
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let { refineCnt } = refreshRefinCnt(userGuild);
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return resResult(STATUS.SUCCESS, { scienceTrees: guildRefine.scienceTrees, refineCnt });
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}
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/**
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* 炼器
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* @param msg
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* @param session
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*/
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async refineEquip(msg: guildInter & { pid: number }, session: BackendSession) {
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let { pid, myUserGuild: userGuild } = msg;
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async refine(msg: guildInter & { id: number, count: number }, session: BackendSession) {
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let { id, count, myUserGuild: userGuild } = msg;
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const roleId: string = session.get('roleId');
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const sid: string = session.get('sid');
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const roleName: string = session.get('roleName');
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let pieceInfo = getGoodById(pid);
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let dicGoods = gameData.goods.get(id);
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if(!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let dicItid = ITID.get(dicGoods.itid);
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console.log('####', dicItid.type, CONSUME_TYPE.DRAWING)
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if(!dicItid || dicItid.type != CONSUME_TYPE.DRAWING) return resResult(STATUS.GUILD_CANNOT_REFINE_THIS);
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let { guildCode: code } = userGuild;
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let { scienceTrees } = await GuildRefineModel.getRefine(code);
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let findDevelopConsume;
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//判断是否可以炼该兵器
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for (let scienceTree of scienceTrees) {
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if (scienceTree.endTime < nowSeconds()) {
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let developConsume = getArmyDevelopConsumeById(scienceTree.id);
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let dicItid = ITID.get(pieceInfo.itid);
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if (developConsume.quality >= pieceInfo.quality && (dicItid.type != CONSUME_TYPE.PIECE || (dicItid.type == CONSUME_TYPE.PIECE && pieceInfo.equipLvl >= developConsume.starLevel))) {
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findDevelopConsume = developConsume;
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break;
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}
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let guildRefine = await GuildRefineModel.getRefine(code);
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if(!guildRefine) return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT);
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let { scienceTrees } = guildRefine;
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let dicDevelopConsume: DicArmyDevelopConsume;
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for(let scienceTree of scienceTrees) {
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console.log('####', scienceTree.endTime)
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if(scienceTree.endTime && scienceTree.endTime >= nowSeconds()) continue; // 没有炼完
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let _dicDevelopConsume = getArmyDevelopConsumeById(scienceTree.id);
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console.log('####', _dicDevelopConsume.quality, dicGoods.quality)
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if(_dicDevelopConsume.quality != dicGoods.quality) continue; // 品质错误
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if(!dicDevelopConsume || dicDevelopConsume.qualityLevel < _dicDevelopConsume.qualityLevel) { // 选择等级最高的
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dicDevelopConsume = _dicDevelopConsume;
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}
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}
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if (!findDevelopConsume)
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return resResult(STATUS.GUILD_NOT_REFINE_THE_EQUIP);
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let result = await handleCost(roleId, sid, findDevelopConsume.honourConsume, ITEM_CHANGE_REASON.REFINE_EQUIP);
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if(!dicDevelopConsume) return resResult(STATUS.GUILD_CANNOT_REFINE_THIS);
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let result = await handleCost(roleId, sid, dicDevelopConsume.honourConsume, ITEM_CHANGE_REASON.REFINE_EQUIP);
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if (!result)
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return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let goods = await addItems(roleId, roleName, sid, [{ id: pid, count: 1 }], ITEM_CHANGE_REASON.REFINE_EQUIP);
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let { refineCnt, refRefineTime } = refreshRefinCnt(userGuild);
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let curQualityCnt = refineCnt.find(cur => cur.quality == dicGoods.quality);
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let myCnt = curQualityCnt?.count||0;
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if(myCnt + count > dicDevelopConsume.max) return resResult(STATUS.GUILD_REFINE_CNT_MAX);
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if(!curQualityCnt) {
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refineCnt.push({ quality: dicGoods.quality, count });
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} else {
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curQualityCnt.count += count;
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}
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await UserGuildModel.updateInfo(roleId, { refineCnt, refRefineTime }, {});
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let goods = await addItems(roleId, roleName, sid, [{ id, count }], ITEM_CHANGE_REASON.REFINE_EQUIP);
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// 任务
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await checkTask(roleId, sid, TASK_TYPE.GUILD_REFINE, 1, true, { quality: pieceInfo.lvLimited });
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return resResult(STATUS.SUCCESS, { goods });
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await checkTask(roleId, sid, TASK_TYPE.GUILD_REFINE, 1, true, { quality: dicGoods.quality });
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return resResult(STATUS.SUCCESS, { goods, refineCnt });
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}
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/**
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* 点亮科技树
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@@ -89,14 +109,21 @@ export class GuildRefineHandler {
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const { myUserGuild: userGuild } = msg
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const { guildCode: code } = userGuild;
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let developConsume = getArmyDevelopConsumeById(id);
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if (!developConsume)
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return resResult(STATUS.WRONG_PARMS);
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let { structure } = await GuildModel.findByCode(code, serverId);
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let dicDevelopConsume = getArmyDevelopConsumeById(id);
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if (!dicDevelopConsume) return resResult(STATUS.WRONG_PARMS);
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let res: any = await lockData(serverId, DATA_NAME.GUILD_REFINE, code);//加锁
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if (!!res.err)
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return resResult(STATUS.REDLOCK_ERR);
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if (!!res.err) return resResult(STATUS.REDLOCK_ERR);
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if(!checkEquipProduceStructureLv(structure, id)) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_EQUIP_PRODUCE_LV_NOT_ENOUGH);
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}
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let guildRefine = await GuildRefineModel.getRefine(code);
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let nowTime = nowSeconds();
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for (let scienceTree of guildRefine.scienceTrees) {
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if (scienceTree.id == id) {//检查是否点亮过
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res.releaseCallback();
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@@ -109,20 +136,20 @@ export class GuildRefineHandler {
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}
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}
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for (let prePosition of developConsume.prePositions) {
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let scienceTree = findWhere(guildRefine.scienceTrees, { id: prePosition });
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if (!scienceTree || scienceTree.endTime > nowTime) {
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for (let prePosition of dicDevelopConsume.prePositions) {
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let preScieceTree = guildRefine.scienceTrees.find(cur => cur.id == prePosition);
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if (!preScieceTree || preScieceTree.endTime > nowTime) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT);//前置科技树未点亮
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}
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}
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//点亮消耗
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const costResult = await GuildModel.costFund(code, developConsume.fundConsume);
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const costResult = await GuildModel.costFund(code, dicDevelopConsume.fundConsume);
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if (!costResult) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_FUND_NOT_ENOUGH);
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}
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let scienceTree = { id, endTime: nowTime + developConsume.timeConsume, assistRoleIds: [] }
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let scienceTree = { id, endTime: nowTime + dicDevelopConsume.timeConsume, assistRoleIds: [] }
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let { scienceTrees } = await GuildRefineModel.pushRefine(code, scienceTree);
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res.releaseCallback();
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return resResult(STATUS.SUCCESS, { scienceTrees });
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@@ -65,7 +65,7 @@ export class WishPoolHandler {
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let { structure } = await GuildModel.findGuild(code, serverId, 'structure');
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let { lv } = findWhere(structure, {id: GUILD_STRUCTURE.WISH_POOL});
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let { wishGoodsEquips, wishGoodsHeros } = getArmyWishPoolBaseByLv(lv);
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let { wishgoodsDrawings, wishGoodsHeros } = getArmyWishPoolBaseByLv(lv);
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let len = 0;
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wishGoods.map(({type: resType})=>{
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if (resType == type)
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@@ -78,10 +78,10 @@ export class WishPoolHandler {
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if (len >= ARMY.ARMY_WISH_TIMES) //今日已经许愿过
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return resResult(STATUS.HAS_REACH_WISH_COUNT_LIMIT);
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if (type == 1) {
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let wishGoodsEquip = findWhere(wishGoodsEquips, { quality: goodInfo.quality});
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if (!wishGoodsEquip)
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let wishGoodsDrawing = findWhere(wishgoodsDrawings, { quality: goodInfo.quality});
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if (!wishGoodsDrawing)
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return resResult(STATUS.NOT_WISH_THE_QUALITY_GOODS);
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count = wishGoodsEquip.count;
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count = wishGoodsDrawing.count;
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} else {
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let wishGoodsHero = findWhere(wishGoodsHeros, { quality: goodInfo.quality});
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if (!wishGoodsHero)
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