战力:替换新方法
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@@ -11,7 +11,6 @@ import { findIndex } from 'underscore';
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import { SclResultInter, SclPosInter } from '../../../pubUtils/interface';
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import { SchoolModel } from '../../../db/School';
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import { getTeraphStrengthenResult, getSchoolList } from '../../../services/roleService'
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import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService';
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import { HERO_SYSTEM_TYPE, LINEUP_NUM, ROLE_SELECT, REDIS_KEY, TASK_TYPE, DEFAULT_HEROES, DEFAULT_HERO_LV, DEFAULT_ITEMS, DEFAULT_EQUIPS, DEFAULT_GOLD, DEFAULT_COIN, DEBUG_MAGIC_WORD, COUNTER, DEFAULT_LV, ITEM_CHANGE_REASON } from '../../../consts';
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import { checkBattleHeroesByHid, roleLevelup } from '../../../services/normalBattleService';
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import { Rank } from '../../../services/rankService';
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@@ -26,6 +25,7 @@ import Counter from '../../../db/Counter';
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import { UserModel } from '../../../db/User';
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import { checkFilterWords, reportTAEvent, treatRoleName } from '../../../services/sdkService';
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import { createHeroes, CreateHeroes } from '../../../services/role/createHero';
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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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@@ -95,11 +95,11 @@ export class RoleHandler {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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let update = { title: title + 1 }
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let calResult = await calAllHeroCe(HERO_SYSTEM_TYPE.TITLE, sid, roleId, update);
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let { curRole } = await calculateCe(HERO_SYSTEM_TYPE.TITLE, roleId, serverId, sid, {}, update, {});
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// 任务
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await checkTask(serverId, roleId, sid, TASK_TYPE.ROLE_TITLE, { oldTitle: title, title: update.title });
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return resResult(STATUS.SUCCESS, { roleId: calResult.role, title: role.title });
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return resResult(STATUS.SUCCESS, { roleId, title: curRole.title });
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}
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//神像强化
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@@ -128,12 +128,12 @@ export class RoleHandler {
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if (!result)
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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let calResult = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH, sid, roleId, { teraphs }, [id]);
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let { curRole } = await calculateCe(HERO_SYSTEM_TYPE.TERAPH, roleId, serverId, sid, {}, { teraphs }, { teraphId: id });
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// 任务
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await checkTask(serverId, roleId, sid, TASK_TYPE.ROLE_TERAPH_STRENGTHEN, { count });
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return resResult(STATUS.SUCCESS, { roleId, teraphs: calResult.role.teraphs, criAttr });
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return resResult(STATUS.SUCCESS, { roleId, teraphs: curRole.teraphs, criAttr });
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}
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//神像进阶
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@@ -171,13 +171,12 @@ export class RoleHandler {
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let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.TERAPH_QUALITY_UP);
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if (!result)
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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let calResult = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH_UP, sid, roleId, { teraphs }, [id]);
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let { curRole } = await calculateCe(HERO_SYSTEM_TYPE.TERAPH_UP, roleId, serverId, sid, {}, { teraphs }, { teraphId: id });
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// 神像进阶,进阶一次就触发一次礼包弹框
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await checkTask(serverId, roleId, sid, TASK_TYPE.ROLE_TERAPH_STAGE_UP);
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return resResult(STATUS.SUCCESS, { roleId, teraphs: calResult.role.teraphs });
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return resResult(STATUS.SUCCESS, { roleId, teraphs: curRole.teraphs });
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}
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// 获得百家学宫
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@@ -229,7 +228,7 @@ export class RoleHandler {
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}
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await SchoolModel.updateBySclAndPos(roleId, schoolId, positionId, { hid, isOpen })
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await calAllHeroCe(HERO_SYSTEM_TYPE.SCHOOL, sid, roleId, {}, [schoolId, hid, preHid]);
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await calculateCe(HERO_SYSTEM_TYPE.SCHOOL, roleId, serverId, sid, {}, {}, { schoolId, schoolHid: hid, preSchoolHid: preHid });
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// 任务
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await checkTask(serverId, roleId, sid, TASK_TYPE.ROLE_SCHOOL_PUT_HERO, { hid, preHid });
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@@ -320,7 +319,7 @@ export class RoleHandler {
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update.scrollId = dicHeroScroll ? dicHeroScroll.id : 0;
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let hero = await HeroModel.updateHeroInfo(roleId, hid, update);
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await calAllHeroCe(HERO_SYSTEM_TYPE.SCROLL, sid, roleId, {}, [hid]); // 全局增加战力
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await calculateCe(HERO_SYSTEM_TYPE.SCROLL, roleId, serverId, sid, update, {}, { hid });
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// 任务
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await checkTaskInActiveScroll(serverId, roleId, sid, scrollActive, hero);
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