装备:洗练预览
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@@ -1,5 +1,5 @@
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import { mergeSameGoods, getRandEelm } from '../pubUtils/util';
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import { EquipModel, RandMain } from "../db/Equip";
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import { mergeSameGoods, getRandEelm, getRandValueByMinMax } from '../pubUtils/util';
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import { EquipModel, RandMain, RandSe } from "../db/Equip";
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import { HeroModel, HeroType } from "../db/Hero";
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import { getGoodById, gameData, getJewelById, getQuenchGradeByValue, getQuenchConsume, getQuenchByQualityAndGrade } from "../pubUtils/data";
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import { calPlayerCeAndSave } from "./playerCeService";
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@@ -219,4 +219,25 @@ export function checkQuenchMaxByQualityAndGrade(quality: number, grade: number,
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if(rand < dic.max) isMax = false;
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}
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return isMax;
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}
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export function getRandSeResult(id: number, randSe: RandSe[]) {
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let dicGoods = gameData.goods.get(id);
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if (!dicGoods) return false;
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let { randomEffect } = dicGoods; // 配置的可随机seid
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let chosen = randSe.map(cur => cur.seid); // 上一轮随机出来的
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let randomResult: number[] = getRandEelm(randomEffect.filter(cur => !chosen.includes(cur)), randSe.length); // 随机出的结果
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for (let i = 0; i < randSe.length; i++) {
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if (!randSe[i].locked) {
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let random = gameData.randomEffectPool.get(randomResult[i]);
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if (!random) break;
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let rand = 0;
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if (random.id > 0) rand = getRandValueByMinMax(random.Min, random.Max, 0);
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randSe[i].seid = random.id;
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randSe[i].rand = rand;
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}
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}
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return randSe
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}
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