修改注释,删除老代码
This commit is contained in:
@@ -1,3 +1,9 @@
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/*
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* @Author: 梁桐川
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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 time: 2020-11-30 15:09:51
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*/
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import { COM_BATTLE_ROBOT_CE_RATIO, COM_BATTLE_ROBOT_ID_NAME, 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_ROBOT_CE_RATIO, COM_BATTLE_ROBOT_ID_NAME, 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 } from '../../../consts/consts';
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import { IT_TYPE, GOLD_COST_RATIO, CURRENCY_BY_TYPE, CURRENCY_TYPE } from '../../../consts/consts';
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import { getGoodById, getBossHpByBlueprtId, getComBtlSetByQuality, getBlueprtComposeByQuality, getBluePrtByQuality } from '../../../pubUtils/gamedata';
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import { getGoodById, getBossHpByBlueprtId, getComBtlSetByQuality, getBlueprtComposeByQuality, getBluePrtByQuality } from '../../../pubUtils/gamedata';
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@@ -66,9 +72,11 @@ export class ComBattleHandler {
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private teamMap: Map<string, ComTeam> = new Map();
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private teamMap: Map<string, ComTeam> = new Map();
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/**
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/**
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* 队长创建队伍
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* @description 队长创建队伍
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* @param msg 藏宝图Id,是否公开,战力限制
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* @param {{blueprtId: number, pub: boolean, ceLimit: number}} msg 藏宝图Id,是否公开,战力限制
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* @param session
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* @param {BackendSession} session
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* @returns
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* @memberof ComBattleHandler
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*/
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*/
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async createTeam(msg: {blueprtId: number, pub: boolean, ceLimit: number}, session: BackendSession) {
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async createTeam(msg: {blueprtId: number, pub: boolean, ceLimit: number}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleId = session.get('roleId');
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@@ -148,9 +156,11 @@ export class ComBattleHandler {
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}
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}
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/**
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/**
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* 匹配队伍
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* @description 匹配队伍
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* @param msg 要匹配的品质数组列表
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* @param {{qualityArr: [number]}} msg 要匹配的品质数组列表
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* @param session
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* @param {BackendSession} session
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* @returns
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* @memberof ComBattleHandler
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*/
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*/
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async searchTeam(msg: {qualityArr: [number]}, session: BackendSession) {
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async searchTeam(msg: {qualityArr: [number]}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleId = session.get('roleId');
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@@ -207,9 +217,11 @@ export class ComBattleHandler {
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}
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}
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/**
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/**
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* 当匹配 searchTeam 匹配到其它队伍时,需要调用此接口加入
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* @description 当匹配 searchTeam 匹配到其它队伍时,需要调用此接口加入
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* @param msg 要加入的队伍编号,是否情谊助战
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* @param {{teamCode: string, isFrd: boolean}} msg 要加入的队伍编号,是否情谊助战
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* @param session
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* @param {BackendSession} session
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* @returns
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* @memberof ComBattleHandler
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*/
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*/
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async joinTeam(msg: {teamCode: string, isFrd: boolean}, session: BackendSession) {
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async joinTeam(msg: {teamCode: string, isFrd: boolean}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleId = session.get('roleId');
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@@ -270,9 +282,11 @@ export class ComBattleHandler {
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}
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}
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/**
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/**
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* 获取今日已助战次数
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* @description 获取今日已助战次数
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* @param msg
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* @param {{}} msg
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* @param session
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* @param {BackendSession} session
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* @returns
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* @memberof ComBattleHandler
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*/
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*/
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async getAssistCnt(msg: {}, session: BackendSession) {
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async getAssistCnt(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleId = session.get('roleId');
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@@ -287,9 +301,11 @@ export class ComBattleHandler {
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}
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}
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/**
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/**
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* 队伍准备-deprecated
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* @description 队伍准备-deprecate
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* @param msg
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* @param {{teamCode: string, heroes: Array<number>}} msg
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* @param session
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* @param {BackendSession} session
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* @returns
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* @memberof ComBattleHandler
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*/
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*/
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async teammateReady(msg: {teamCode: string, heroes: Array<number>}, session: BackendSession) {
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async teammateReady(msg: {teamCode: string, heroes: Array<number>}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleId = session.get('roleId');
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@@ -313,9 +329,11 @@ export class ComBattleHandler {
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}
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}
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/**
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/**
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* 出兵时记录玩家阵容
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* @description 出兵时记录玩家阵容
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* @param msg 队伍编号;阵容
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* @param {{teamCode: string, heroes: Array<number>}} msg 队伍编号;阵容
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* @param session
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* @param {BackendSession} session
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* @returns
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* @memberof ComBattleHandler
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*/
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*/
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async setupHeroes(msg: {teamCode: string, heroes: Array<number>}, session: BackendSession) {
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async setupHeroes(msg: {teamCode: string, heroes: Array<number>}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleId = session.get('roleId');
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@@ -339,9 +357,11 @@ export class ComBattleHandler {
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}
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}
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/**
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/**
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* 从队伍中移除玩家
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* @description 从队伍中移除玩家
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* @param msg 队伍编号;要移除的玩家 Id
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* @param {{teamCode: string, roleIdToRm: string}} msg 队伍编号;要移除的玩家 Id
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* @param session
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* @param {BackendSession} session
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* @returns
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* @memberof ComBattleHandler
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*/
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*/
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async rmTeammate(msg: {teamCode: string, roleIdToRm: string}, session: BackendSession) {
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async rmTeammate(msg: {teamCode: string, roleIdToRm: string}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleId = session.get('roleId');
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@@ -377,9 +397,11 @@ export class ComBattleHandler {
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}
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}
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/**
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/**
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* 队长解散队伍
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* @description 队长解散队伍
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* @param msg 要解散的队伍编号
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* @param {{teamCode: string}} msg 要解散的队伍编号
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* @param session
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* @param {BackendSession} session
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* @returns
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* @memberof ComBattleHandler
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*/
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*/
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async dismiss(msg: {teamCode: string}, session: BackendSession) {
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async dismiss(msg: {teamCode: string}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleId = session.get('roleId');
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@@ -403,9 +425,11 @@ export class ComBattleHandler {
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}
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}
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/**
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/**
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* 开始战斗,队长操作或机器人队伍操作
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* @description 开始战斗,队长操作或机器人队伍操作
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* @param msg 队伍编号
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* @param {{teamCode: string}} msg 队伍编号
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* @param session
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* @param {BackendSession} session
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* @returns
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* @memberof ComBattleHandler
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*/
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*/
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async startBattle(msg: {teamCode: string}, session: BackendSession) {
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async startBattle(msg: {teamCode: string}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleId = session.get('roleId');
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@@ -427,9 +451,11 @@ export class ComBattleHandler {
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}
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}
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/**
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/**
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* 战场中的状态同步,推送信息包括玩家总伤害、玩家武将阵亡情况、boss 血量
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* @description 战场中的状态同步,战斗结果判定
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* @param msg 队伍编号;武将伤害;boss 承伤;武将阵亡;当前回合
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* @param {{teamCode: string, heroes: Array<{hid: number, hurtHp: number}>, bossHurts: Array<{dataId: number, hurtHp: number}>, killed: Array<number>, curRnd: number}} msg 队伍编号;武将伤害;boss 承伤;武将阵亡;当前回合
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* @param session
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* @param {BackendSession} session
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* @returns
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* @memberof ComBattleHandler
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*/
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*/
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async action(msg: {teamCode: string, heroes: Array<{hid: number, hurtHp: number}>, bossHurts: Array<{dataId: number, hurtHp: number}>, killed: Array<number>, curRnd: number}, session: BackendSession) {
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async action(msg: {teamCode: string, heroes: Array<{hid: number, hurtHp: number}>, bossHurts: Array<{dataId: number, hurtHp: number}>, killed: Array<number>, curRnd: number}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleId = session.get('roleId');
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@@ -584,9 +610,11 @@ export class ComBattleHandler {
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}
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}
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/**
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/**
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* 获取自己一段时间内的寻宝记录
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* @description 获取自己一段时间内的寻宝记录
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* @param msg
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* @param {{}} msg
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* @param session
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* @param {BackendSession} session
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* @returns
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* @memberof ComBattleHandler
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*/
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*/
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async getTeamRec(msg: {}, session: BackendSession) {
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async getTeamRec(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleId = session.get('roleId');
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@@ -596,75 +624,13 @@ export class ComBattleHandler {
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return resResult(STATUS.SUCCESS, {teamInfos: teams});
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return resResult(STATUS.SUCCESS, {teamInfos: teams});
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}
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}
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// async startBattle(msg: {}, session: BackendSession) {
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/**
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// let roleId = session.get('roleId');
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* @description 藏宝图合成
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// let roleName = session.get('roleName');
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* @param {{original: Array<{id: number, count: number}>}} msg
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// let sid = session.get('sid');
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* @param {BackendSession} session
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// let teamCode = session.get('teamCode');
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* @returns
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// console.log('role in startBattle: ', roleId, roleName, teamCode);
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* @memberof ComBattleHandler
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*/
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// let channelService = this.app.get('channelService');
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// let channel = channelService.getChannel(teamCode, true);
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// let users = channel.getMembers();
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// if (users.indexOf(roleId) === -1) {
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// channel.add(roleId, sid);
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// }
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// users = channel.getMembers();
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// channel.pushMessage('onAdd', {users});
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// let tsid = channel.getMember(roleId)['sid'];
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// channelService.pushMessageByUids('bossCurHp', {data: 'datadata'}, [{
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// uid: roleId,
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// sid: tsid
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// }]);
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// return resResult(STATUS.SUCCESS, { users, teamCode });
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// }
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// /**
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// * Send messages to users
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// *
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// * @param {Object} msg message from client
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// * @param {Object} session
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// *
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// */
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// async enterBattle(msg: {battleId: string , target: string}, session: BackendSession) {
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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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// console.log('role in enterBattle: ', roleId, roleName, msg, this.app.rpc);
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// let channelService = this.app.get('channelService');
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// let channel = channelService.getChannel(msg.battleId, false);
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// let users = channel.getMembers();
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// if (users.indexOf(roleId) === -1) {
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// channel.add(roleId, sid);
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// } else {
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// return resResult(STATUS.COM_BATTLE_DUP_ENTER);
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// }
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// channel.pushMessage('onAddBattle', {users});
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// return resResult(STATUS.SUCCESS, { users });
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// }
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// async hurtHp(msg: {battleId: string, bossHurt: number, actorHurt: [{ actorId: number, actorHurt: number}]}, session: BackendSession) {
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// let roleId = session.get('roleId');
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// let roleName = session.get('roleName');
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// console.log('role in enterBattle: ', roleId, roleName, msg);
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// let channelService = this.app.get('channelService');
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// let channel = channelService.getChannel(msg.battleId, false);
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// this.bossCurHp -= msg.bossHurt;
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// if (this.bossCurHp < 0) {
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// this.bossCurHp = 0;
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// channel.pushMessage('bossCurHp', {data: 'boss 挂啦!!!!!'}, undefined);
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// }
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// channel.pushMessage('bossCurHp', {bossCurHp: this.bossCurHp}, undefined);
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// return resResult(STATUS.SUCCESS, { bossCurHp: this.bossCurHp});
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// }
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async composeBlueprt(msg: {original: Array<{id: number, count: number}>}, session: BackendSession) {
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async composeBlueprt(msg: {original: Array<{id: number, count: number}>}, session: BackendSession) {
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const roleId = session.get('roleId');
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const roleId = session.get('roleId');
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const roleName = session.get('roleName');
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const roleName = session.get('roleName');
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Block a user