后台添加装备时可以选择武将穿上
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@@ -83,11 +83,11 @@ export class EntryHandler {
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let equips = await EquipModel.findbyRole(role.roleId);
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let items = await ItemModel.findbyRole(role.roleId);
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for(let i of heros) {
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for(let j of i.ePlace) {
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console.log(j.equip)
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}
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}
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// for(let i of heros) {
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// for(let j of i.ePlace) {
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// console.log(j.equip)
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// }
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// }
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role['heros'] = heros;
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role['equips'] = equips;
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@@ -160,6 +160,12 @@ export class EquipHandler {
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if(!dicRefine) {
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return resResult(STATUS.ROLE_INFO_NOT_FOUND)
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}
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// let {successRate} = dicRefine;
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// for(let {id, count} of material) {
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// }
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let ran = Math.floor(Math.random() * 100)
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let isSuccess = ran <= dicRefine.successRate;
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// 消耗道具提升成功率 每个道具提升10%成功率
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@@ -173,7 +179,7 @@ export class EquipHandler {
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}
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// TODO 消耗
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let cost = [];
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let cost = dicRefine.material;
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let result = await handleCost(roleId, sid, cost);
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if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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@@ -235,18 +241,13 @@ export class EquipHandler {
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let {randomEffect} = dicGoods;
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let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur));
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let chosen = randSe.map(cur => cur.seid); // 上一轮和这一轮随机出来的
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let newTurnChosen = new Array<number>(); // 这一轮随机出来的
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let hasReset = false;
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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 newPool = pool.filter(cur => !chosen.includes(cur.id));
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if(newPool.length <= 0) newPool = pool.filter(cur => !newTurnChosen.includes(cur.id));
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let random = getRandomByLen(newPool);
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if(!random) {break};
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chosen.push(random.id);
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newTurnChosen.push(random.id);
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let rand = 0;
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console.log(Math.random(), random.Max, random.Min)
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if(random.id > 0) rand = Math.floor(Math.random() * (random.Max - random.Min) + random.Min);
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randSe[i].seid = random.id;
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randSe[i].rand = rand;
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