战力:替换新方法
This commit is contained in:
@@ -1,7 +1,6 @@
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import { Application, BackendSession, ChannelService, HandlerService, } from 'pinus';
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import { handleCost, addItems, unlockFigure, getCoinObject, getGoldObject } from '../../../services/role/rewardService';
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import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService';
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import { resResult, deepCopy, reduceCe, parseGoodStr } from '../../../pubUtils/util';
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import { resResult, deepCopy, parseGoodStr } from '../../../pubUtils/util';
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import { STATUS } from '../../../consts/statusCode';
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import { HeroModel, Connect, HeroSkin, HeroUpdate, EPlace, Talent } from '../../../db/Hero';
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import { CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ABI_STAGE, DEBUG_MAGIC_WORD, HERO_INITIAL_QUALITY, REDIS_KEY, TASK_TYPE, ITEM_CHANGE_REASON } from '../../../consts';
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@@ -23,6 +22,7 @@ import { HERO, REBORN } from '../../../pubUtils/dicParam';
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import { createHero, createHeroes } from '../../../services/role/createHero';
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import { CheckMeterial } from '../../../services/role/checkMaterial';
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import { HeroParam } from '../../../domain/roleField/hero';
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import { calculateCe } from '../../../services/playerCeService';
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export default function (app: Application) {
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new HandlerService(app, {});
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@@ -127,15 +127,11 @@ export class HeroHandler {
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consumes: addConsumeToHero(hero.consumes, material)
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.LVUP, sid, roleId, hero, update);
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let { curHero } = await calculateCe(HERO_SYSTEM_TYPE.LVUP, roleId, serverId, sid, update, {}, { hid });
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// 任务
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await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_LV, { oldLv, hero });
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const curHero = {
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hid, lv: hero.lv, exp: hero.exp
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}
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return resResult(STATUS.SUCCESS, { curHero, cost: material });
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await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_LV, { oldLv, hero: curHero });
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return resResult(STATUS.SUCCESS, { curHero: pick(curHero, ['hid', 'lv', 'exp']), cost: material });
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}
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@@ -191,21 +187,12 @@ export class HeroHandler {
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consumes: addConsumeToHero(hero.consumes, consumes)
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAR, sid, roleId, hero, update);
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if (isUpStar) {
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await calAllHeroCe(HERO_SYSTEM_TYPE.STAR, sid, roleId, {}, [hid, isUpStar ? 1 : 0]); // 升星可能影响到百家学院全局加成
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// 任务
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await checkTaskInHeroStarUp(serverId, roleId, sid, hero, oldStar);
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}
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const curHero = {
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hid,
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star: hero.star,
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starStage: hero.starStage,
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colorStar: hero.colorStar,
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colorStarStage: hero.colorStarStage
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let { curHero } = await calculateCe(HERO_SYSTEM_TYPE.STAR, roleId, serverId, sid, update, {}, { hid, hero, isUpStar });
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if (isUpStar) {
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await checkTaskInHeroStarUp(serverId, roleId, sid, curHero, oldStar); // 任务
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}
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return resResult(STATUS.SUCCESS, { isUpStar, curHero });
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return resResult(STATUS.SUCCESS, { isUpStar, curHero: pick(curHero, ['hid', 'star', 'starStage', 'colorStar', 'colorStarStage']) });
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}
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// 武将升品
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@@ -248,16 +235,11 @@ export class HeroHandler {
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quality: hero.quality + 1,
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consumes: addConsumeToHero(hero.consumes, material)
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, hero, update);
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await calAllHeroCe(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, {}, [hid, 0]); // 升品可能影响到百家学院全局加成
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await checkTaskInHeroQUalityUp(serverId, roleId, sid, hero);
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const curHero = {
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hid,
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quality: hero.quality
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}
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pushHeroQualityUpMsg(roleId, roleName, serverId, hero);
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return resResult(STATUS.SUCCESS, { curHero });
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let { curHero } = await calculateCe(HERO_SYSTEM_TYPE.QUALITY, roleId, serverId, sid, update, {}, { hid, hero });
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await checkTaskInHeroQUalityUp(serverId, roleId, sid, curHero);
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pushHeroQualityUpMsg(roleId, roleName, serverId, curHero);
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return resResult(STATUS.SUCCESS, { curHero: pick(curHero, ['hid', 'quality']) });
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}
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// 武将觉醒
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@@ -319,25 +301,13 @@ export class HeroHandler {
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consumes: addConsumeToHero(hero.consumes, consumes)
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, hero, update);
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let { curHero } = await calculateCe(HERO_SYSTEM_TYPE.COLORSTAR, roleId, serverId, sid, update, {}, { hid, hero, isUpStar });
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if (isUpStar) {
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await calAllHeroCe(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, {}, [hid, isUpStar ? 1 : 0]); // 升星可能影响到百家学院全局加成
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// 任务
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await checkTaskInHeroWakeUp(serverId, roleId, sid, hero, oldColorStar);
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await checkTaskInHeroWakeUp(serverId, roleId, sid, curHero, oldColorStar); // 任务
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}
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const curHero = {
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hid,
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quality: hero.quality,
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star: hero.star,
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starStage: hero.starStage,
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colorStar: hero.colorStar,
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colorStarStage: hero.colorStarStage
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}
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if (isWakeUp) pushHeroWakeUp(roleId, roleName, serverId, hero); // 第一次觉醒
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pushHeroStarMax(roleId, roleName, serverId, hero);
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return resResult(STATUS.SUCCESS, { isUpStar, curHero });
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if (isWakeUp) pushHeroWakeUp(roleId, roleName, serverId, curHero); // 第一次觉醒
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pushHeroStarMax(roleId, roleName, serverId, curHero);
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return resResult(STATUS.SUCCESS, { isUpStar, curHero: pick(curHero, ['hid', 'quality', 'star', 'starStage', 'colorStar', 'colorStarStage']) });
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}
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//训练
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@@ -383,11 +353,9 @@ export class HeroHandler {
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jobStage: newJobStage,
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consumes: addConsumeToHero(hero.consumes, consumes)
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TRAIN, sid, roleId, hero, update);
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// 任务
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await checkTaskInHeroTrain(serverId, roleId, sid, hero, trainCount);
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return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, job: hero.job, jobStage: hero.jobStage } });
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let { curHero } = await calculateCe(HERO_SYSTEM_TYPE.TRAIN, roleId, serverId, sid, update, {}, { hid, hero });
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await checkTaskInHeroTrain(serverId, roleId, sid, curHero, trainCount); // 任务
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return resResult(STATUS.SUCCESS, { curHero: pick(curHero, ['hid', 'job', 'jobStage'])});
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}
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//进阶
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@@ -420,11 +388,10 @@ export class HeroHandler {
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jobStage: 0,
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consumes: addConsumeToHero(hero.consumes, consumes)
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAGEUP, sid, roleId, hero, update);
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// 任务
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await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_STAGE_UP, { hero, stageUpCnt: 1 })
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const heroResult = new HeroParam(hero);
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let { curHero } = await calculateCe(HERO_SYSTEM_TYPE.STAGEUP, roleId, serverId, sid, update, {}, { hid, hero });
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await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_STAGE_UP, { hero: curHero, stageUpCnt: 1 }); // 任务
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const heroResult = new HeroParam(curHero);
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return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'job', 'jobStage', 'totalTalentPoint']) }});
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}
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@@ -477,11 +444,10 @@ export class HeroHandler {
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consumes: addConsumeToHero(hero.consumes, consumes)
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}
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//重算战力并下发
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.CONNECT, sid, roleId, hero, update, [shipId]);
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let { curHero } = await calculateCe(HERO_SYSTEM_TYPE.CONNECT, roleId, serverId, sid, update, {}, { hid: hero.hid, shipId });
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// 任务
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await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_CONNECT, { connectLv: level })
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return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, connections: hero.connections } });
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return resResult(STATUS.SUCCESS, { curHero: pick(curHero, ['hid', 'connections']) });
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}
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//赠送(包括一键赠送)
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@@ -554,17 +520,23 @@ export class HeroHandler {
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consumes: updateConsume
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}
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//重算战力并下发
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if (oldLv != newLv) {
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await unlockFigure(sid, roleId, [{ type: FIGURE_UNLOCK_CONDITION.HERO_FAVOR, paramHid: hero.hid, paramFavourLv: hero.favourLv }]);
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.FAVOUR, sid, roleId, hero, update, [oldLv]);
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let isFavourLvUp = oldLv == newLv;
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// //重算战力并下发
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// if (oldLv != newLv) {
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// await unlockFigure(sid, roleId, [{ type: FIGURE_UNLOCK_CONDITION.HERO_FAVOR, paramHid: hero.hid, paramFavourLv: hero.favourLv }]);
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// hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.FAVOUR, sid, roleId, hero, update, [oldLv]);
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// 任务
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await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_FAVOUR_LV, { hero, oldFavourLv: oldLv });
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} else {
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hero = await HeroModel.updateHeroInfo(roleId, hero.hid, update);
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// // 任务
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// await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_FAVOUR_LV, { hero, oldFavourLv: oldLv });
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// } else {
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// hero = await HeroModel.updateHeroInfo(roleId, hero.hid, update);
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// }
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let { curHero } = await calculateCe(HERO_SYSTEM_TYPE.FAVOUR, roleId, serverId, sid, update, {}, { hid: hero.hid, isFavourLvUp });
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if(isFavourLvUp) {
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await unlockFigure(sid, roleId, [{ type: FIGURE_UNLOCK_CONDITION.HERO_FAVOR, paramHid: curHero.hid, paramFavourLv: curHero.favourLv }]);
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await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_FAVOUR_LV, { hero: curHero, oldFavourLv: oldLv }); // 任务
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}
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return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, favour: hero.favour, favourLv: hero.favourLv, cost: material } });
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return resResult(STATUS.SUCCESS, { curHero: { ...pick(curHero, ['hid', 'favour', 'favourLv']), cost: material } });
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}
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//穿带时装
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@@ -613,9 +585,14 @@ export class HeroHandler {
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}
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let { newEplace } = updateEplaces(oldEplace, eplaceIds);
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SKIN, sid, roleId, hero, { skins: newHeroSkins, skinId: dicSkin.heroId, job: dicNewJob.jobid, ePlace: newEplace });
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let resultHero = new HeroParam(hero);
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let update = {
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skins: newHeroSkins,
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skinId: dicSkin.heroId,
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job: dicNewJob.jobid,
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ePlace: newEplace
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}
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let { curHero } = await calculateCe(HERO_SYSTEM_TYPE.SKIN, roleId, serverId, sid, update, {}, { hid: hero.hid });
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let resultHero = new HeroParam(curHero);
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return resResult(STATUS.SUCCESS, { curHero: {...pick(resultHero, ['hid', 'skins', 'skinId', 'job', 'talent', 'usedTalentPoint']), ePlace: newEplace }});
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}
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@@ -634,6 +611,7 @@ export class HeroHandler {
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let serverId: number = session.get('serverId');
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let { hid } = msg;
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if(!isNumber(hid) && !hid) return resResult(STATUS.WRONG_PARMS);
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@@ -665,7 +643,7 @@ export class HeroHandler {
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let calHeroCe = new CalHeroCe(hid, initInfo);
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let heroAttr = calHeroCe.cal(HERO_SYSTEM_TYPE.REBIRTH);
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await HeroModel.updateHeroInfo(roleId, hid, { ...initInfo, attr: heroAttr });
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// await HeroModel.updateHeroInfo(roleId, hid, { ...initInfo, attr: heroAttr });
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// 天晶石
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let curJewels: jewelUpdate[] = [];
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@@ -680,9 +658,7 @@ export class HeroHandler {
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}
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}
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let { heros } = await calAllHeroCe(HERO_SYSTEM_TYPE.REBIRTH, sid, roleId, {}, [hid], { originHero: hero, heroUpdate: initInfo });
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let curHero = heros.find(cur => cur.hid == hid);
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let { curHero } = await calculateCe(HERO_SYSTEM_TYPE.REBIRTH, roleId, serverId, sid, {...initInfo, attr: heroAttr}, {}, { hid });
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let goods = await addItems(roleId, roleName, sid, consumes, ITEM_CHANGE_REASON.REBIRTH);
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const heroResult = new HeroParam(curHero);
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@@ -693,6 +669,7 @@ export class HeroHandler {
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public async unlockTalent(msg: { hid: number, id: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let sid = session.get('sid');
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let serverId = session.get('serverId');
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let { hid, id } = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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@@ -721,9 +698,8 @@ export class HeroHandler {
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let { newSkins } = updateSkinTalent(skins, new Talent(id), usedTalentPoint + needTalentPoint);
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TALENT, sid, roleId, hero, { skins: newSkins });
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const heroResult = new HeroParam(hero);
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let { curHero } = await calculateCe(HERO_SYSTEM_TYPE.TALENT, roleId, serverId, sid, { skins: newSkins }, {}, { hid });
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const heroResult = new HeroParam(curHero);
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return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'talent', 'usedTalentPoint', 'totalTalentPoint']) }});
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}
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@@ -732,6 +708,7 @@ export class HeroHandler {
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public async upgradeTalent(msg: { hid: number, id: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let sid = session.get('sid');
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let serverId = session.get('serverId');
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let { hid, id } = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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@@ -758,9 +735,8 @@ export class HeroHandler {
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let { newSkins } = updateSkinTalent(skins, new Talent(id, talent.level + 1), usedTalentPoint + needTalentPoint);
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TALENT, sid, roleId, hero, { skins: newSkins });
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const heroResult = new HeroParam(hero);
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let { curHero } = await calculateCe(HERO_SYSTEM_TYPE.TALENT, roleId, serverId, sid, { skins: newSkins }, {}, { hid });
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const heroResult = new HeroParam(curHero);
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return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'talent', 'usedTalentPoint', 'totalTalentPoint']) }});
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}
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@@ -768,6 +744,7 @@ export class HeroHandler {
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public async resetTalent(msg: { hid: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let sid = session.get('sid');
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let serverId = session.get('serverId');
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let { hid } = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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@@ -783,9 +760,9 @@ export class HeroHandler {
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let newSkins = initSkinTalent(skins);
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TALENT, sid, roleId, hero, { skins: newSkins });
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let { curHero } = await calculateCe(HERO_SYSTEM_TYPE.TALENT, roleId, serverId, sid, { skins: newSkins }, {}, { hid });
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const heroResult = new HeroParam(hero);
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const heroResult = new HeroParam(curHero);
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return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'talent', 'usedTalentPoint', 'totalTalentPoint']) }});
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}
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