204 lines
9.2 KiB
TypeScript
204 lines
9.2 KiB
TypeScript
import { Application, BackendSession, pinus, HandlerService, } from 'pinus';
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import { UserGuildModel } from '@db/UserGuild';
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import { resResult } from '@pubUtils/util';
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import { STATUS, GUILD_OPERATE, TASK_TYPE, ITEM_CHANGE_REASON, ITID, CONSUME_TYPE } from '../../../consts';
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import { GuildRefineModel } from '@db/GuildRefine';
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import { gameData, getArmyDevelopConsumeById, getGoodById } from '@pubUtils/data';
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import { nowSeconds } from '@pubUtils/timeUtil';
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import { handleCost, addItems } from '../../../services/role/rewardService';
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import { GuildModel } from '@db/Guild';
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import { findIndex, findWhere } from 'underscore';
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import { lockData } from '../../../services/redLockService';
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import { ARMY } from '@pubUtils/dicParam';
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import { CURRENCY_BY_TYPE, CURRENCY_TYPE } from '@consts/constModules/itemConst';
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import { checkEquipProduceStructureLv, openGuildRefine, refreshRefinCnt } from '../../../services/guildRefineService';
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import { DATA_NAME } from '@consts/dataName';
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import { checkTask } from '../../../services/task/taskService';
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import { guildInter } from '@pubUtils/interface';
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import { DicArmyDevelopConsume } from '@pubUtils/dictionary/DicArmyDevelopConsume';
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export default function (app: Application) {
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new HandlerService(app, {});
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return new GuildRefineHandler(app);
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}
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export class GuildRefineHandler {
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constructor(private app: Application) {
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}
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/**
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* 获得科技树信息
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* @param msg
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* @param session
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*/
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async getRefine(msg: guildInter & {}, session: BackendSession) {
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const { myUserGuild: userGuild } = msg;
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const { guildCode: code } = userGuild;
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let guildRefine = await GuildRefineModel.getRefine(code);
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if (!guildRefine) {
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guildRefine = await openGuildRefine(code);
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}
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let { refineCnt } = refreshRefinCnt(userGuild);
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return resResult(STATUS.SUCCESS, { scienceTrees: guildRefine.scienceTrees, refineCnt });
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}
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/**
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* 炼器
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* @param msg
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* @param session
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*/
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async refine(msg: guildInter & { id: number, count: number }, session: BackendSession) {
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let { id, count, myUserGuild: userGuild } = msg;
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const roleId: string = session.get('roleId');
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const sid: string = session.get('sid');
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const roleName: string = session.get('roleName');
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const serverId: number = session.get('serverId');
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let dicGoods = gameData.goods.get(id);
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if(!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let dicItid = ITID.get(dicGoods.itid);
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if(!dicItid || dicItid.type != CONSUME_TYPE.DRAWING) return resResult(STATUS.GUILD_CANNOT_REFINE_THIS);
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let { guildCode: code } = userGuild;
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let guildRefine = await GuildRefineModel.getRefine(code);
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if(!guildRefine) return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT);
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let { scienceTrees } = guildRefine;
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let dicDevelopConsume: DicArmyDevelopConsume;
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for(let scienceTree of scienceTrees) {
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if(scienceTree.endTime && scienceTree.endTime >= nowSeconds()) continue; // 没有炼完
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let _dicDevelopConsume = getArmyDevelopConsumeById(scienceTree.id);
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if(_dicDevelopConsume.quality != dicGoods.quality) continue; // 品质错误
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if(!dicDevelopConsume || dicDevelopConsume.qualityLevel < _dicDevelopConsume.qualityLevel) { // 选择等级最高的
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dicDevelopConsume = _dicDevelopConsume;
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}
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}
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if(!dicDevelopConsume) return resResult(STATUS.GUILD_CANNOT_REFINE_THIS);
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let { refineCnt, refRefineTime } = refreshRefinCnt(userGuild);
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let curQualityCnt = refineCnt.find(cur => cur.quality == dicGoods.quality);
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let myCnt = curQualityCnt?.count||0;
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if(myCnt + count > dicDevelopConsume.max) return resResult(STATUS.GUILD_REFINE_CNT_MAX);
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if(!curQualityCnt) {
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refineCnt.push({ quality: dicGoods.quality, count });
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} else {
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curQualityCnt.count += count;
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}
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let result = await handleCost(roleId, sid, dicDevelopConsume.honourConsume.map(cur=> ({...cur, count: cur.count * count })), ITEM_CHANGE_REASON.REFINE_EQUIP);
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if (!result)
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return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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await UserGuildModel.updateInfo(roleId, { refineCnt, refRefineTime }, {});
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let goods = await addItems(roleId, roleName, sid, [{ id, count }], ITEM_CHANGE_REASON.REFINE_EQUIP);
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// 任务
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await checkTask(serverId, roleId, sid, TASK_TYPE.GUILD_REFINE, { quality: dicGoods.quality, count });
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return resResult(STATUS.SUCCESS, { goods, refineCnt });
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}
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/**
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* 点亮科技树
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* @param msg
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* @param session
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*/
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async lightUpTree(msg: guildInter & guildInter & { id: number }, session: BackendSession) {
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let { id } = msg;
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const serverId: number = session.get('serverId');
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const { myUserGuild: userGuild } = msg
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const { guildCode: code } = userGuild;
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let { structure } = await GuildModel.findByCode(code, serverId);
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let dicDevelopConsume = getArmyDevelopConsumeById(id);
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if (!dicDevelopConsume) return resResult(STATUS.WRONG_PARMS);
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let res: any = await lockData(serverId, DATA_NAME.GUILD_REFINE, code);//加锁
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if (!!res.err) return resResult(STATUS.REDLOCK_ERR);
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if(!checkEquipProduceStructureLv(structure, id)) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_EQUIP_PRODUCE_LV_NOT_ENOUGH);
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}
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let guildRefine = await GuildRefineModel.getRefine(code);
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let nowTime = nowSeconds();
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for (let scienceTree of guildRefine.scienceTrees) {
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if (scienceTree.id == id) {//检查是否点亮过
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res.releaseCallback();
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return resResult(STATUS.GUILD_LIGHT_UP_THE_SCIENCETREE);
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}
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if (scienceTree.endTime > nowTime) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_SCIENCETREE_IS_RUNNING);//检查是否有在进行的科技研发,若在研发,不允许研发其他科技树
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}
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}
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for (let prePosition of dicDevelopConsume.prePositions) {
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let preScieceTree = guildRefine.scienceTrees.find(cur => cur.id == prePosition);
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if (!preScieceTree || preScieceTree.endTime > nowTime) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT);//前置科技树未点亮
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}
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}
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//点亮消耗
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const costResult = await GuildModel.costFund(code, dicDevelopConsume.fundConsume);
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if (!costResult) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_FUND_NOT_ENOUGH);
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}
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let scienceTree = { id, endTime: nowTime + dicDevelopConsume.timeConsume, assistRoleIds: [] }
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let { scienceTrees } = await GuildRefineModel.pushRefine(code, scienceTree);
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res.releaseCallback();
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return resResult(STATUS.SUCCESS, { scienceTrees });
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}
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/**
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* 协助点亮科技树
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* @param msg
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* @param session
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*/
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async assistRefine(msg: guildInter & { id: number }, session: BackendSession) {
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let { id, myUserGuild: userGuild } = msg;
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const roleId: string = session.get('roleId');
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const serverId: number = session.get('serverId');
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const sid: string = session.get('sid');
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const { guildCode: code } = userGuild;
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let res: any = await lockData(serverId, DATA_NAME.GUILD_ASSIST_REFINE, code);//加锁
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if (!!res.err)
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return resResult(STATUS.REDLOCK_ERR);
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let guildRefine = await GuildRefineModel.getRefine(code);
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let index = findIndex(guildRefine.scienceTrees, { id });
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if (index == -1) {
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res.releaseCallback();
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return resResult(STATUS.WRONG_PARMS);
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}
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let scienceTree = guildRefine.scienceTrees[index];
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if (scienceTree.assistRoleIds.indexOf(roleId) != -1) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_IS_ASSISTED_SCIENCETREE); //玩家已经协助过
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}
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if (scienceTree.assistRoleIds.length >= ARMY.ARMY_DEVELOPMENT_SPEEDTMES) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_REACH_MAX_ASSIST_COUNT); //协助的人数已经达到最大
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}
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let result = await handleCost(roleId, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count: ARMY.ARMY_DEVELOPMENT_SPEEDCOST }], ITEM_CHANGE_REASON.ASSIST_REFINE);
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if (!result) {
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res.releaseCallback();
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return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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}
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scienceTree.assistRoleIds.push(roleId);
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scienceTree.endTime = scienceTree.endTime - ARMY.ARMY_DEVELOPMENT_SPEED * 60;
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let { scienceTrees } = await GuildRefineModel.updateRefine(code, { scienceTrees: guildRefine.scienceTrees })
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res.releaseCallback();
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// 任务
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await checkTask(serverId, roleId, sid, TASK_TYPE.GUILD_ASSIST_REFINE);
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return resResult(STATUS.SUCCESS, { scienceTrees });
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}
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}
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