镇念塔:消耗使用系统参数表
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@@ -1,5 +1,5 @@
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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 { HANG_UP_CONSTS, GOLD_COST_RATIO, REDIS_KEY } from './../../../consts';
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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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@@ -7,13 +7,14 @@ 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, refreshTasks, treatTask, getRemainTime, getDoingOrWaitingTasks, getTowerStatus, getHungupRewards, getTasks, checkTaskRewards } from '../../../services/battleService';
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import { calcuHangUpReward, checkTaskConditions, checkHangUpSpdUpCnt, refreshTasks, treatTask, getRemainTime, getDoingOrWaitingTasks, getTowerStatus, getHungupRewards, getTasks, checkTaskRewards, getTowerTaskCostGold, getTowerTaskSpdUpCostGold } 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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import { Rank } from '../../../services/rankService';
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import { gameData } from '../../../pubUtils/data';
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import { ItemInter } from '../../../pubUtils/interface';
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import { TOWER_SEARCH } from '../../../pubUtils/dicParam';
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export default function(app: Application) {
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return new TowerBattleHandler(app);
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@@ -112,7 +113,7 @@ export class TowerBattleHandler {
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const goods = await addItems(roleId, roleName, sid, timeReward);
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hangUpSpdUpCnt -= msg.speedUpCnt;
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let num = HANG_UP_CONSTS.MAX_SPD_UP_CNT - hangUpSpdUpCnt + 1;
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let nextCostGold = calculateNum(GOLD_COST_RATIO.TOWER_HANG_SPDUP, {num}, 50);
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let nextCostGold = getTowerTaskSpdUpCostGold(num);
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return resResult(STATUS.SUCCESS, { goods, hangUpSpdUpCnt, nextCostGold, hangUpPassTime: Math.floor(deltaTime/1000), rewardLv: endLv, costGold });
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}
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@@ -122,7 +123,7 @@ export class TowerBattleHandler {
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for(let i = 1; i <= count; i++) {
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let num = HANG_UP_CONSTS.MAX_SPD_UP_CNT - originCnt + i;
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if(num < 0) num = i;
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gold += calculateNum(GOLD_COST_RATIO.TOWER_HANG_SPDUP, {num}, 50);
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gold += getTowerTaskSpdUpCostGold(num);
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}
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return gold
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}
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@@ -142,10 +143,10 @@ export class TowerBattleHandler {
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let roleName = session.get('roleName');
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let curTime = new Date();
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let { towerLv, towerTaskCnt = 0, towerTaskReCnt=0 } = await RoleModel.findByRoleId(roleId);
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if(TOWER_TASK_CONST.MAX_TASK_REF_CNT <= towerTaskCnt) { // 每派遣一个任务加一,最多8个完成任务
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if(TOWER_SEARCH.TOWER_SEARCH_REFRESHRULE <= towerTaskCnt) { // 付费刷新次数
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return resResult(STATUS.TOWER_REF_CNT_NOT_ENOUGH);
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}
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let costGold = calculateNum(GOLD_COST_RATIO.TOWER_TASK_REF, {num: towerTaskReCnt}, 50);
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let costGold = getTowerTaskCostGold(towerTaskCnt + 1);
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let {gold} = await RoleModel.findByRoleId(roleId);
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if(costGold > gold) {
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return resResult(STATUS.TOWER_GOLD_NOT_ENOUGH);
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@@ -161,7 +162,7 @@ export class TowerBattleHandler {
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await RoleModel.increaseTowerRefCnt(roleId, 1);
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let refRemainTime = getRemainTime(curTime);
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let nextCostGold = calculateNum(GOLD_COST_RATIO.TOWER_TASK_REF, {num: towerTaskReCnt + 1}, 50);
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let nextCostGold = getTowerTaskCostGold(towerTaskReCnt + 1);
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return resResult(STATUS.SUCCESS, { curTasks: treatTask(curTasks, curTime), costGold, nextCostGold, refRemainTime});
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}
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@@ -208,11 +209,11 @@ export class TowerBattleHandler {
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if (!recs || recs.length === 0) {
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return resResult(STATUS.TOWER_TASK_SEND_ERR);
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}
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await RoleModel.increaseTowerCnt(roleId, tasks.length)
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let role = await RoleModel.increaseTowerCnt(roleId, tasks.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 costGold = TOWER_TASK_CONST.COST_GOLD;
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let costGold = getTowerTaskCostGold(role.towerTaskCnt + 1);
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return resResult(STATUS.SUCCESS, { curTasks: treatTask(curTasks, curTime), refRemainTime, nextCostGold: costGold });
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}
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@@ -245,7 +246,8 @@ export class TowerBattleHandler {
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let refRemainTime = getRemainTime(curTime);
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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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let role = await RoleModel.findByRoleId(roleId);
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let costGold = getTowerTaskCostGold(role.towerTaskCnt + 1);
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return resResult(STATUS.SUCCESS, { curTasks: treatTask(curTasks, curTime), goods, refRemainTime, nextCostGold: costGold });
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}
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}
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@@ -1,7 +1,7 @@
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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, TOWER_TASK_STATUS, MAIL_TYPE } from './../consts';
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import { HANG_UP_CONSTS, 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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@@ -18,6 +18,7 @@ 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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import { TOWER_SEARCH } from '../pubUtils/dicParam';
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/**
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* 获取当前镇念塔状态
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@@ -65,7 +66,7 @@ export async function getHungupRewards(roleId: string) {
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hangUpSpdUpCnt = HANG_UP_CONSTS.MAX_SPD_UP_CNT;
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}
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let num = HANG_UP_CONSTS.MAX_SPD_UP_CNT - hangUpSpdUpCnt + 1;
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let nextCostGold = calculateNum(GOLD_COST_RATIO.TOWER_HANG_SPDUP, {num}, 50);
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let nextCostGold = getTowerTaskSpdUpCostGold(num);
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return {
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status: 0,
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@@ -105,7 +106,7 @@ export async function getTasks(role: RoleType) {
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}
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let refRemainTime = getRemainTime(curTime);
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let nextCostGold = calculateNum(GOLD_COST_RATIO.TOWER_TASK_REF, {num: towerTaskReCnt + 1}, 50);
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let nextCostGold = getTowerTaskCostGold(towerTaskReCnt + 1);
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return {curTasks: treatTask(curTasks, curTime), refRemainTime, nextCostGold}
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}
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@@ -379,7 +380,7 @@ export async function refreshTasks(towerLv: number, batchCode: string, roleId: s
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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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for(let i = 1; i <= TOWER_SEARCH.TOWER_SEARCH_LIMITED; i++) {
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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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@@ -573,3 +574,15 @@ export function transBossHpArr(source: Array<{ dataId: number, hp: number, actor
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});
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return cloneDeep(desArr);
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}
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export function getTowerTaskCostGold(times: number) {
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let cost = times * TOWER_SEARCH.TOWER_SEARCH_REFRESHRULE_FEE;
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if(cost > TOWER_SEARCH.TOWER_SEARCH_REFRESHRULE_MAX) cost = TOWER_SEARCH.TOWER_SEARCH_REFRESHRULE_MAX;
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return cost;
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}
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export function getTowerTaskSpdUpCostGold(times:number) {
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let cost = times * TOWER_SEARCH.TOWER_SEARCH_REFRESHRULE_FEE; // TODO 改成系统参数表
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if(cost > TOWER_SEARCH.TOWER_SEARCH_REFRESHRULE_MAX) cost = TOWER_SEARCH.TOWER_SEARCH_REFRESHRULE_MAX;
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return cost;
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}
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@@ -87,18 +87,9 @@ export const HANG_UP_CONSTS = {
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UNIT_TIME: 10 * 60 * 1000, // 每几分钟能有一次收益
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MAX_TIME: 24 * 60 * 60 * 1000, // 最多可储存24小时收益
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MAX_SPD_UP_CNT: 2, // 每天可以收取多少次
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REFRESH_TIME: 5, // 每天的几点刷新
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SPD_UP_REC_TIME: 6 * 60 * 60 * 1000 // 加速直接获得6小时收益
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}
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export const TOWER_TASK_CONST = {
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REFRESH_TIME: 5, // 每天几点刷新
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RAND_CNT: 8, // 每次刷新多少个任务
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MAX_TASK_REF_CNT: 8, // 完成的派遣任务数最多多少个
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MAX_HEROES_NUM: 3, // 每个任务最大派遣武将数
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COST_GOLD: 50 // 每次刷新花费的元宝
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}
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export const DAILY_CONST = {
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REFRESH_TIME: 5 // 每天加点刷新
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}
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@@ -9,8 +9,6 @@ export const GONGSHI = {
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* 公式: A * num + B
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*/
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export const GOLD_COST_RATIO = {
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"TOWER_HANG_SPDUP": { "A": 0, "B": 50 }, // 天梯挂机加速花费
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"TOWER_TASK_REF": { "A": 0, "B": 50 }, // 天梯派遣刷新花费
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"DAILY_REF_NUM": { "A": 50, "B": 0 }, // 每日购买次数花费
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"DUNGRON_BUY_NUM": { "A": 0, "B": 50 } // 秘境购买次数花费
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}
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