任务:任务去除funcs的判断,直接达成
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@@ -14,7 +14,7 @@ import { RoleModel } from '../../../db/Role';
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import { RScriptRecordModel } from '../../../db/RScriptRecord';
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import { updateWarStar, checkBattleHeroes, roleLevelup, getBattleList } from '../../../services/normalBattleService';
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import { checkDungeonNum, checkDungeonAndIncrease, saveDungeonFirst } from '../../../services/dungeonService';
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import { switchOnFunc } from '../../../services/funcSwitchService';
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// import { switchOnFunc } from '../../../services/funcSwitchService';
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import { gameData } from '../../../pubUtils/data';
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import { pushMysteryFirstMsg, pushTowerMsg, pushVestigeFirstMsg } from '../../../services/chatService';
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import { nowSeconds } from '../../../pubUtils/timeUtil';
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@@ -128,7 +128,7 @@ export class NormalBattleHandler {
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let sid = session.get('sid');
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const funcs: number[] = session.get('funcs');
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let serverId = session.get('serverId');
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let skipReward = false;//是否跳过奖励结算
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@@ -156,7 +156,7 @@ export class NormalBattleHandler {
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}
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let role = await RoleModel.findByRoleId(roleId, 'lv');
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let apJson = await setAp(roleId, role.lv, isSuccess? -1 * warInfo.cost: 0, sid, funcs); // 扣除体力
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let apJson = await setAp(roleId, role.lv, isSuccess? -1 * warInfo.cost: 0, sid); // 扣除体力
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if (!apJson) {
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return resResult(STATUS.BATTLE_ACTION_POINT_LACK);
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}
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@@ -178,7 +178,7 @@ export class NormalBattleHandler {
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// 记录事件状态
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await setBattleStatus(session, roleId, battleId, isSuccess, battleCode);
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} else if (warInfo.warType == WAR_TYPE.TOWER) {
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let towerEndResult = await towerBattleEnd(sid, funcs, roleId, serverId, battleCode, battleId, isSuccess, heroes);
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let towerEndResult = await towerBattleEnd(sid, roleId, serverId, battleCode, battleId, isSuccess, heroes);
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if (towerEndResult) {
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if (towerEndResult.status == -1) {
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return towerEndResult.resResult;
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@@ -210,7 +210,7 @@ export class NormalBattleHandler {
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if (role) {
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let r = new Rank(REDIS_KEY.MAIN_ELITE_RANK, { serverId });
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await r.setRankWithRoleInfo(roleId, role.mainEliteWarId, role.mainEliteUpdatedAt, role);
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await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.BATTLE_MAIN_ELITE, 1, { mainEliteWarId: battleId })
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await checkActivityTask(serverId, sid, roleId, TASK_TYPE.BATTLE_MAIN_ELITE, 1, { mainEliteWarId: battleId })
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}
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} else if (warInfo.warType == WAR_TYPE.ACT_SELF_SHOP) {
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//糜家商队挑战成功后记录挑战次数
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@@ -233,7 +233,7 @@ export class NormalBattleHandler {
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// 是否首通
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let condition1 = warStar.find(cur => cur.id == battleId);
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if (!condition1) {
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await switchOnFunc(roleId, FUNC_OPT_TYPE.BATTLE_END, battleId, session);
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// await switchOnFunc(roleId, FUNC_OPT_TYPE.BATTLE_END, battleId, session);
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warReward.setCondition(0, true);
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pushMysteryFirstMsg(roleId, roleName, serverId, warInfo.warType, warInfo.war_id);
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pushVestigeFirstMsg(roleId, roleName, serverId, warInfo.warType, warInfo.war_id);
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@@ -258,7 +258,7 @@ export class NormalBattleHandler {
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let actordata = await roleLevelup(KING_EXP_RATIO_TYPE.BATTLE, roleId, isSuccess ? warInfo.kingExp : 0, session);// 主公升级经验
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await checkTaskInBattleEnd(serverId, roleId, sid, funcs, battleId, dbHeroes, star);
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await checkTaskInBattleEnd(serverId, roleId, sid, battleId, dbHeroes, star);
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// 返回值:
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// towerStatus: false-本层未通过, true-本层已通过
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return resResult(STATUS.SUCCESS, {
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@@ -276,7 +276,7 @@ export class NormalBattleHandler {
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let roleName = session.get('roleName');
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let sid = session.get('sid');
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let serverId = session.get('serverId');
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let funcs: number[] = session.get('funcs');
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let warInfo = gameData.war.get(battleId);
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if (!warInfo) {
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return resResult(STATUS.BATTLE_MISS_INFO);
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@@ -290,7 +290,7 @@ export class NormalBattleHandler {
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// 扣体力
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let role = await RoleModel.findByRoleId(roleId, 'lv');
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let apJson = await setAp(roleId, role.lv, -1 * warInfo.cost * count, sid, funcs); // 扣除体力
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let apJson = await setAp(roleId, role.lv, -1 * warInfo.cost * count, sid); // 扣除体力
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if (!apJson) {
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return resResult(STATUS.BATTLE_ACTION_POINT_LACK);
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}
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@@ -329,9 +329,9 @@ export class NormalBattleHandler {
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});
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// 任务
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await checkTaskWithWar(roleId, sid, funcs, TASK_TYPE.BATTLE_MAIN_SWEEP, battleId, [], count, 0);
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await checkTaskWithWar(roleId, sid, TASK_TYPE.BATTLE_MAIN_SWEEP, battleId, [], count, 0);
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//活动任务
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await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.BATTLE_MAIN_SWEEP, count, { battleId })
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await checkActivityTask(serverId, sid, roleId, TASK_TYPE.BATTLE_MAIN_SWEEP, count, { battleId })
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return resResult(STATUS.SUCCESS, {
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battleId, count,
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