寻宝:修改阵亡判断
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@@ -2,7 +2,7 @@
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* @Author: 梁桐川
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* @Author: 梁桐川
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* @Date: 2020-11-30 15:05:48
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* @Date: 2020-11-30 15:05:48
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* @Last Modified by: 梁桐川
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* @Last Modified by: 梁桐川
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* @Last Modified time: 2020-12-02 23:23:16
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* @Last Modified time: 2020-12-03 16:17:18
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*/
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*/
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import { COM_BATTLE_ASSIST_TIME, COM_BATTLE_ROBOT_ROUND_LMT, COM_BATTLE_ROBOT_HURT_RATIO, COM_BATTLE_ROBOT_HURT_CH_RATIO, COM_TEAM_STATUS } from './../../../consts/consts';
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import { COM_BATTLE_ASSIST_TIME, COM_BATTLE_ROBOT_ROUND_LMT, COM_BATTLE_ROBOT_HURT_RATIO, COM_BATTLE_ROBOT_HURT_CH_RATIO, COM_TEAM_STATUS } from './../../../consts/consts';
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import { IT_TYPE, GOLD_COST_RATIO, CURRENCY_BY_TYPE, CURRENCY_TYPE, COM_BATTLE_CAP_TIME, COM_BATTLE_TIME_LMT, COM_BATTLE_CAP_START_TIME, COM_BATTLE_ASSIST_REWARD_RATIO } from './../../../consts/consts';
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import { IT_TYPE, GOLD_COST_RATIO, CURRENCY_BY_TYPE, CURRENCY_TYPE, COM_BATTLE_CAP_TIME, COM_BATTLE_TIME_LMT, COM_BATTLE_CAP_START_TIME, COM_BATTLE_ASSIST_REWARD_RATIO } from './../../../consts/consts';
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@@ -525,7 +525,11 @@ export class ComBattleHandler {
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let teamStatus = this.teamMap.get(teamCode);
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let teamStatus = this.teamMap.get(teamCode);
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if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
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if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
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if (teamStatus.status !== COM_TEAM_STATUS.FIGHTING) return resResult(STATUS.COM_BATTLE_NOT_START);
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if (teamStatus.status !== COM_TEAM_STATUS.FIGHTING) return resResult(STATUS.COM_BATTLE_NOT_START);
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for (let st of teamStatus.roleStatus) {
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if (!st.heroes || st.heroes.length === 0) {
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return resResult(STATUS.COM_BATTLE_HEROES_ERR);
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}
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}
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// 重置总血量,计算真实伤害
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// 重置总血量,计算真实伤害
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let totalHurtHp = 0;
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let totalHurtHp = 0;
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teamStatus.bossHpArr.forEach(boss => {
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teamStatus.bossHpArr.forEach(boss => {
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@@ -547,7 +551,7 @@ export class ComBattleHandler {
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if (roleSt.roleId === roleId) {
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if (roleSt.roleId === roleId) {
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if (killed && killed.length) {
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if (killed && killed.length) {
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killed.forEach(killedHid => {
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killed.forEach(killedHid => {
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if (roleSt.killed.indexOf(killedHid) === -1) {
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if (roleSt.killed.indexOf(killedHid) === -1 && roleSt.heroes.indexOf(killedHid) !== -1) {
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roleSt.killed.push(killedHid);
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roleSt.killed.push(killedHid);
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}
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}
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});
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});
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@@ -49,7 +49,7 @@ export function checkComBattleResult(teamStatus) {
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// 看看是否还有活人
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// 看看是否还有活人
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teamStatus.roleStatus.forEach(st => {
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teamStatus.roleStatus.forEach(st => {
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// 设置了阵容,且阵容人数和阵亡人数一样,说明玩家战败
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// 设置了阵容,且阵容人数和阵亡人数一样,说明玩家战败
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if (!st.isRobot && st.heroes && st.heroes.length > 0 && st.killed.length < st.heroes.length) {
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if (!st.isRobot && st.heroes && ((st.heroes.length > 0 && st.killed.length < st.heroes.length) || st.heroes.length === 0)) {
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allPlayerKilled = false
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allPlayerKilled = false
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}
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}
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});
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});
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@@ -20,7 +20,7 @@ export class RoleStatus {
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@prop({ required: false, type: Number, default: [] })
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@prop({ required: false, type: Number, default: [] })
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heroes: Array<number>;
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heroes: Array<number>;
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// 阵亡武将
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// 阵亡武将
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@prop({ required: false, default: [] })
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@prop({ required: false, type: Number, default: [] })
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killed: Array<number>;
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killed: Array<number>;
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// 是否情谊助阵
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// 是否情谊助阵
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@prop({ required: false, default: false })
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@prop({ required: false, default: false })
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