武将:一键训练
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@@ -8,7 +8,7 @@ import { CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYST
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import { RoleModel } from '../../../db/Role';
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import { ItemModel } from '../../../db/Item';
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import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getFriendShipById, getFavourLvByExp, reloadDicParam } from '../../../pubUtils/data';
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import { RewardInter } from '../../../pubUtils/interface';
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import { ItemInter, RewardInter } from '../../../pubUtils/interface';
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import { getDropItems, FIGURE_UNLOCK_CONDITION } from '../../../consts/constModules/itemConst'
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import { pushComposeOrangeHero, pushHeroQualityUpMsg, pushHeroStarMax, pushHeroWakeUp } from '../../../services/chatService';
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import { calculatetopLineup } from '../../../pubUtils/playerCe';
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@@ -396,12 +396,12 @@ export class HeroHandler {
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}
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//训练
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async heroJobTrain(msg: { hid: number }, session: BackendSession) {
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async heroJobTrain(msg: { hid: number, isOneClick: boolean }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let funcs: number[] = session.get('funcs');
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const serverId = session.get('serverId');
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let { hid } = msg;
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let { hid, isOneClick } = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if (!hero) return resResult(STATUS.HERO_NOT_FIND);
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@@ -413,18 +413,21 @@ export class HeroHandler {
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if (hero.job >= getMaxGradeByjobClass(dicJob.job_class))
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return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
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let consume = new Array<RewardInter>();
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if (dicJob.trainingConsume[hero.jobStage]) {
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consume.push(dicJob.trainingConsume[hero.jobStage]);
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}
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let result = await handleCost(roleId, sid, consume);
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if (!result) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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let newJobStage = 0;
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let max = isOneClick ? dicJob.maxStage: hero.jobStage + 1;
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for(let i = 0; i < max; i++) {
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let singleConsume = dicJob.trainingConsume[hero.jobStage];
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if(!singleConsume) break; // 每天消耗不可训练
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let result = await handleCost(roleId, sid, [singleConsume]);
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if (!result) break; // 材料不足
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newJobStage ++;
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}
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if (newJobStage == 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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//重算战力并下发
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TRAIN, sid, roleId, hero, {
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jobStage: hero.jobStage + 1
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jobStage: newJobStage
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});
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// 任务
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await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_TRAIN, hero);
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