215 lines
7.8 KiB
TypeScript
215 lines
7.8 KiB
TypeScript
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import { ExpeditionPointModel } from '../db/ExpeditionPoint';
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import Role, { RoleModel, RoleType } from '../db/Role';
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import { PvpDefenseModel } from '../db/PvpDefense';
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import { getWarJsons, getGamedata, getExpeditionById } from '../pubUtils/gamedata';
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import { decodeStr, resResult, shouldRefresh } from '../pubUtils/util';
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import { EXPEDITION_CONST, HERO_CE_RATIO, getAttrCeRatio } from '../consts';
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import { getAtrrNameById} from '../consts';
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import { ExpeditionWarRecordModel } from '../db/ExpeditionWarRecord';
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import { HeroType } from '../db/Hero';
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import { gameData } from '../pubUtils/data';
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import { getPlayerAttribute, getRobotAttribute } from './pvpService';
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export async function findOrCreateEnemies(roleId: string, myCe: number, expeditionCode: string, expeditionId: number, battleStatus: number) {
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let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCodeAndId(expeditionCode, expeditionId);
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if(!expeditionWarRecord) { // 如果没有信息
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let curDicExpedition = gameData.expedition.get(expeditionId);
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if(curDicExpedition) {
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let enemyObj = {
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enemyFrom: 0,
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enemyId: '',
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enemies: new Array(),
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ce: 0
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};
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// 获取系数和步长
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let {scale, range, lv} = await getCEScaleAndRange(roleId, curDicExpedition);
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// 优先匹配其他玩家
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let flag = await matchPlayers(roleId, scale, range, myCe, curDicExpedition.json, enemyObj);
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// 当数量不够时使用机器人匹配
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if(!flag) {
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flag = await matchRobots(scale, myCe, curDicExpedition.ce, curDicExpedition.json, lv, enemyObj);
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}
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if(flag) {
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// 保存
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let {warId} = curDicExpedition;
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expeditionWarRecord = await ExpeditionWarRecordModel.saveRecord(expeditionCode, expeditionId, {
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roleId, battleId: warId, ...enemyObj, battleStatus
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});
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}
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}
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}
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// 处理当前血量
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let {enemiesCurHpAp, enemies} = expeditionWarRecord;
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for(let enemy of enemies) {
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let cur = {"hp": 0, "ap": 0};
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let getHp = enemiesCurHpAp && enemiesCurHpAp.find(cur => cur.dataId == enemy.dataId);
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if(getHp) {
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cur.hp = getHp.hp;
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cur.ap = getHp.ap;
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} else {
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cur.hp = enemy.attribute.hp;
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cur.ap = 0;
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}
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enemy["cur"] = cur;
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}
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return expeditionWarRecord;
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}
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// 匹配玩家
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export async function matchPlayers(roleId: string, scale: number, range: number, myCe: number, warJsonIndex:any, enemyObj: {enemyFrom: number, enemyId: string, enemies: Array<any>, ce: number }) {
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let {json: dicWarJson } = getWarJsons(warJsonIndex);
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let min = myCe * scale * (1 - range/100);
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let max = myCe * scale * (1 + range/100);
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let resultRange = await PvpDefenseModel.findByScale(roleId, min, max);
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if(resultRange.length > 0) {
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let index = Math.floor(Math.random() * resultRange.length);
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let result = resultRange[index];
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let {roleId, heroes, defCe } = result;
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let role = <RoleType>result.role;
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let { globalCeAttr } = role;
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enemyObj.enemyFrom = 1;
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enemyObj.enemyId = roleId;
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enemyObj.ce = defCe;
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let heroIndex = 0;
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for(let json of dicWarJson) {
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if(json.relation == 2) {
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let hero = heroes[heroIndex];
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if(hero) {
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let h = <HeroType>hero.hero;
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let { star, lv, ceAttr } = h;
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let dicHero = gameData.hero.get(hero.actorId);
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let newAttribute = getPlayerAttribute(ceAttr, globalCeAttr);
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let heroInfo = {
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actorId: hero.actorId,
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actorName: dicHero.name,
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skill:0,
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seid:'&',
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star,
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spine: 0,
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attribute: newAttribute,
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lv
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};
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enemyObj.enemies.push({...json, ...heroInfo});
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heroIndex ++;
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}
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}
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}
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return true;
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} else {
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return false
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}
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}
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// 匹配机器人
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export async function matchRobots(scale: number, myCe: number, robotCe: number, warJsonIndex: number, lv: number, enemyObj: {enemyFrom: number, enemyId: string, enemies: Array<any>, ce: number }) {
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let dicWarJson = gameData.warJson.get(warJsonIndex);
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if(dicWarJson) {
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enemyObj.enemyFrom = 2;
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enemyObj.enemyId = warJsonIndex + '';
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let allCe = 0;
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let ratio = myCe / HERO_CE_RATIO / HERO_CE_RATIO / robotCe * scale; // 玩家战力/机器人初始战力*系数
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for(let json of dicWarJson) {
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if(json.relation == 2) {
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const { attribute } = json;
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let newAttribute = getRobotAttribute(attribute, myCe, robotCe, scale);
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let ce = 0;
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for(let attrName in newAttribute) {
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ce += newAttribute[attrName] * getAttrCeRatio(attrName)||0;
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}
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enemyObj.enemies.push({...json, attribute: newAttribute, lv});
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allCe += ce;
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}
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}
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enemyObj.ce = Math.floor(allCe);
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return true
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} else {
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return false
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}
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}
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// 远征匹配系数表
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export async function getCEScaleAndRange(roleId: string, curDicExpedition: any) {
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// 匹配,判断是不是新手期
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const role = await RoleModel.findByRoleId(roleId);
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let now = new Date();
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let today = now.setHours(0, 0, 0, 0);;
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let isNew = today - role.createdAt.getTime() <= 3*24*60*60*1000;
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let scale = isNew?curDicExpedition.CEScaleNew:curDicExpedition.CEScale;
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let range = isNew?curDicExpedition.CERangeNew:curDicExpedition.CERange;
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return {scale, range, lv: role.lv}
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}
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// 远征表属性解码
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export function decodeWarJsonAttribute(attribute: string) {
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let arr = decodeStr('attribute', attribute);
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// 初始化
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let obj = {hp: 0, atk: 0, matk: 0, def: 0, mdef: 0, speed: 0, agi: 0, luk: 0, hit: 0, cri: 0, flee: 0, antCri: 0, damageIncrease: 0, damageDecrease: 0, defIngnore: 0, bloodSuck: 0}
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for(let {id, value} of arr) {
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let field = getAtrrNameById(id);
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if(field) {
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obj[field] = value;
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}
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}
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return obj
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}
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// 远征累计点数获取
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export async function getPointRewardStatus(roleId: string, role?: Role) {
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if(!role) {
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role = await RoleModel.findByRoleId(roleId);
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}
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let {expeditionPoint = 0} = role;
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let dicExpeditionPoint = getGamedata('dic_expedition_point');
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let pointRewards = {
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expeditionPoint,
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rewards: dicExpeditionPoint.map(cur => {
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return { point: cur.point, received: false }
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})
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};
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let pointStatusInDatabase = await ExpeditionPointModel.getExpeditionPoint(roleId);
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if(pointStatusInDatabase) {
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let { rewards = [] } = pointStatusInDatabase;
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pointRewards.rewards.forEach(cur => {
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let obj = rewards.find(ccur => ccur.point == cur.point);
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if(obj) cur.received = obj.received;
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});
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}
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return pointRewards
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}
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export async function getResetRemainCnt(curTime: Date, roleId: string, role?: Role, ) {
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if(!role) {
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role = await RoleModel.findByRoleId(roleId);
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}
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let { expeditionResetCnt, expeditionResetRefTime } = role;
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let needRefresh = !expeditionResetRefTime || shouldRefresh(expeditionResetRefTime, curTime, EXPEDITION_CONST.REFRESH_TIME);
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if(needRefresh) {
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expeditionResetCnt = 0; expeditionResetRefTime = curTime;
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}
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let maxCnt = EXPEDITION_CONST.RESET_CNT;
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return {
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resetCnt: maxCnt - expeditionResetCnt,
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needRefresh
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};
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} |