394 lines
15 KiB
TypeScript
394 lines
15 KiB
TypeScript
import { HeroModel } from './../db/Hero';
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import { HangUpRecordModel } from './../db/HangUpRecord';
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import { pinus } from 'pinus';
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import { HANG_UP_CONSTS, TOWER_TASK_CONST, REDIS_KEY, TASK_TYPE, TIME_OUTPUT_TYPE } from './../consts';
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import { BattleRecordModel } from './../db/BattleRecord';
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import { TowerRecordModel } from './../db/TowerRecord';
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import { RoleModel } from './../db/Role';
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import { shouldRefresh, resResult, cal, getRandEelmWithWeight } from '../pubUtils/util';
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import { STATUS } from '../consts/statusCode';
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import { HangUpSpdUpRecModel } from '../db/HangUpSpdUpRec';
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import { TowerTaskRecModel } from '../db/TowerTaskRec';
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import { cloneDeep } from 'lodash';
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import { Rank } from './rankService';
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import { checkTask } from './taskService';
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import { getRandExpedition, gameData } from '../pubUtils/data';
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import { ItemInter, RewardInter } from '../pubUtils/interface';
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import { getTimeFunM } from '../pubUtils/timeUtil';
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export async function checkTowerWar(roleId: string, battleId: number, heroes: Array<number>) {
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let { towerLv } = await RoleModel.findByRoleId(roleId);
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const towerInfo = gameData.tower.get(towerLv);
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if (!towerInfo) {
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console.error(`天梯层数异常,lv ${towerLv} by ${roleId}`);
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return { status: -1, resResult: resResult(STATUS.TOWER_INFO_NOT_FOUND) };
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}
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const warIds = towerInfo.warArray;
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if (warIds.indexOf(battleId) === -1) {
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return { status: -1, resResult: resResult(STATUS.TOWER_WRONG_BATTLE_ID) };
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}
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const tower = await TowerRecordModel.getRecordByLv(roleId, towerLv);
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if(!tower) {
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return { status: -1, resResult: resResult(STATUS.TOWER_NOT_FOUND) };
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}
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let { heroes: recHeroes = [], warStatus = [] } = tower;
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for (let hid of heroes) {
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if (recHeroes.indexOf(hid) !== -1) {
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return { status: -1, resResult: resResult(STATUS.TOWER_DUPLICATE_HERO) };
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}
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}
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const curWarStatus = warStatus.find(elem => elem.warId == battleId);
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if (curWarStatus && curWarStatus.status) {
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return { status: -1, resResult: resResult(STATUS.TOWER_DUPLICATE_CHALLENGE) };
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}
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return { status: 0, data: {
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heroes: recHeroes, warStatus: curWarStatus
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}};
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}
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export async function towerBattleEnd(sid: string, funcs: number[], roleId: string, serverId: number, battleCode: string, battleId: number, succeed: boolean, heroes: Array<number>) {
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if (succeed) {
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let battleRec = await BattleRecordModel.getBattleRecordByCode(battleCode);
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if (battleRec.battleId != battleId) {
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return { status: -1, resResult: resResult(STATUS.BATTLE_ID_NOT_MATCH) };
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}
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let { towerLv, roleName } = await RoleModel.findByRoleId(roleId);
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let { warStatus, heroes: recHeroes } = await TowerRecordModel.getRecordByLv(roleId, towerLv);
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for (let hid of heroes) {
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if (recHeroes.indexOf(hid) !== -1) {
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return { status: -1, resResult: resResult(STATUS.TOWER_DUPLICATE_CHALLENGE) };
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}
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}
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let inc = 1;
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warStatus.forEach(st => {
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if (st.warId !== battleId && st.status === false) {
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inc = 0;
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}
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})
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let newRec = await TowerRecordModel.updateRecord(roleId, towerLv, battleCode, battleId, heroes, inc);
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let towerReward: RewardInter[] = null;
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if (inc === 1) {
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let role = await RoleModel.towerLvUp(roleId);
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// 更新redis
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let r = new Rank(REDIS_KEY.TOWER_RANK, { serverId });
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await r.setRankWithRoleInfo(roleId, towerLv + 1, role.towerUpTime.getTime(), role);
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const nextTowerInfo = gameData.tower.get(towerLv + 1);
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if (nextTowerInfo) {
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const { warArray } = nextTowerInfo;
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const sts = warArray.map(id => {
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return {warId: id, status: false};
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});
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await TowerRecordModel.createRecord({roleId, lv: towerLv + 1, warStatus: sts});
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}
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const { reward } = gameData.tower.get(towerLv);
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if (reward) towerReward = reward;
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if (towerLv + 1 == HANG_UP_CONSTS.ENABLE_LV) {
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await startHangUp(roleId, roleName);
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pinus.app.get('channelService').pushMessageByUids('hangUpEnable', resResult(STATUS.SUCCESS, {enable: true}), [{uid: roleId, sid}]);
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}
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// 任务
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await checkTask(roleId, sid, funcs, TASK_TYPE.BATTLE_TOWER_LV, role.towerLv, false, {});
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}
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return {
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status: 0,
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data: {
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newRec,
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towerReward,
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towerStatus: !!inc
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}
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};
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}
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}
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async function startHangUp(roleId: string, roleName: string) {
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await HangUpRecordModel.initRecord(roleId, roleName);
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}
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export async function checkHangUpSpdUpCnt(roleId: string, cnt: number, curTime: Date) {
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const role = await RoleModel.findByRoleId(roleId);
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let {hangUpSpdUpCnt, gold, lastSpdUpTime} = role;
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if (!lastSpdUpTime || (shouldRefresh(lastSpdUpTime, curTime) && hangUpSpdUpCnt <= HANG_UP_CONSTS.MAX_SPD_UP_CNT)) {
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hangUpSpdUpCnt = HANG_UP_CONSTS.MAX_SPD_UP_CNT;
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}
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if (cnt > hangUpSpdUpCnt) {
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return {status: -1, resResult:resResult(STATUS.TOWER_NOT_ENOUGH_HANG_UP_TIME)}
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}
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return {status: 0, data: {hangUpSpdUpCnt, gold, lastSpdUpTime}}
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}
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export async function calcuHangUpReward(roleId: string, speedUp = false, speedUpCnt = 1, curTime = new Date()) {
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let { towerLv = 1, hangUpSpdUpCnt = 0, lastSpdUpTime } = await RoleModel.findByRoleId(roleId);
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if(towerLv < HANG_UP_CONSTS.ENABLE_LV) {
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return {status: -1, resResult: resResult(STATUS.TOWER_HANG_UP_NOT_START)}
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}
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let towerInfo = gameData.tower.get(towerLv - 1); // towerLv 是当前层,奖励计算按照已经通过的层,即上一层
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let timeReward = []; // 奖励
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let needReceiveGoods = []; // 由于小数,未能领取的奖励
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let baseReward = towerInfo.rewardOfcollect;
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let { startTime } = await HangUpRecordModel.getCurRec(roleId);
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let endTime = curTime; // 挂机结束时间,现在到开始时间,经历了10的倍数的时间
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let deltaTime = curTime.getTime() - startTime.getTime(); // 累计的挂机时间,受最大时间限制
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if (deltaTime > HANG_UP_CONSTS.MAX_TIME) {
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deltaTime = HANG_UP_CONSTS.MAX_TIME;
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endTime = curTime; // 累积到超过24小时,那么结束时间和下一次开启时间就取整了
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} else {
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let multiReal = Math.floor(deltaTime / HANG_UP_CONSTS.UNIT_TIME);// 距开始挂机实际过去的时间单位
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endTime = new Date(startTime.getTime() + multiReal * HANG_UP_CONSTS.UNIT_TIME)
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}
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if (speedUp) { // 加速,直接收取6小时收益,小数的累积和普通收取独立
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if (hangUpSpdUpCnt >= speedUpCnt || !lastSpdUpTime || shouldRefresh(lastSpdUpTime, new Date)) { // 可加速
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let multi = Math.floor(HANG_UP_CONSTS.SPD_UP_REC_TIME / HANG_UP_CONSTS.UNIT_TIME);
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let spdUpRec = await HangUpSpdUpRecModel.getSpdUpRec(roleId, towerLv - 1);
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let goods = [];
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if(spdUpRec) {
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let { notReceivedGoodsList = [], cnt } = spdUpRec;
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let notReceivedGoods = notReceivedGoodsList.find(cur => cur.cnt == cnt );
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goods = notReceivedGoods?notReceivedGoods.goods:[];
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}
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for(let {id, count} of baseReward) {
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let newCount = cal.mul(count, multi);
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let oldGoods = goods.find(cur => cur.gid == id);
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if(oldGoods) newCount = cal.add(newCount, oldGoods.count);
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let roundCount = Math.floor(newCount);
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if(newCount > roundCount) {
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needReceiveGoods.push({gid: id, count: cal.sub(newCount, roundCount)});
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}
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if(roundCount > 0) {
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timeReward.push({id, count: roundCount})
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}
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}
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}
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} else {
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let lastRec = await HangUpRecordModel.getLastRec(roleId);
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let notReceivedGoods = lastRec?lastRec.notReceivedGoods: [];
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let multi = Math.floor(deltaTime / HANG_UP_CONSTS.UNIT_TIME); // 结算奖励的倍数,受最大时间限制
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// console.log(deltaTime, multi, baseReward);
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for(let {id, count} of baseReward) {
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let newCount = cal.mul(count, multi);
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let oldGoods = notReceivedGoods.find(cur => cur.gid == id);
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if(oldGoods) newCount = cal.add(newCount, oldGoods.count);
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let roundCount = Math.floor(newCount);
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if(newCount > roundCount) {
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needReceiveGoods.push({gid: id, count: cal.sub(newCount, roundCount)});
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}
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if(roundCount > 0) {
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timeReward.push({id, count: roundCount})
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}
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}
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}
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return {
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status: 0,
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data: {
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endLv: towerLv - 1,
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startTime,
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deltaTime,
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endTime,
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timeReward,
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needReceiveGoods
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}
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};
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}
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async function checkCond(roleId: string, heroes, type: number, param: number, cnt: number) {
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let heroCnt = 0;
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switch (type) {
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case 1:
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for(let seqId of heroes) {
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const {star, colorStar} = await HeroModel.findBySeqIdAndRole(seqId, roleId);
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if (star + colorStar >= param) {
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heroCnt++;
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}
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}
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break;
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case 2:
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for(let seqId of heroes) {
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let {hid} = await HeroModel.findBySeqIdAndRole(seqId, roleId);
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const hInfo = gameData.hero.get(hid);
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if (hInfo.camp === param) {
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heroCnt++;
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}
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}
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break;
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case 3:
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for(let seqId of heroes) {
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let {hid} = await HeroModel.findBySeqIdAndRole(seqId, roleId);
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const hInfo = gameData.hero.get(hid);
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if (gameData.job.get(hInfo.jobid).job_class === param) {
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heroCnt++;
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}
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}
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break;
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default:
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break;
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}
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if (heroCnt >= cnt) {
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return true;
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}
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return false;
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}
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export async function checkTaskConditions(roleId: string, heroes: number[], condition: { type: number, param: number, count: number }[]) {
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let res = true;
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for (let {type, param, count} of condition) {
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const checkRes = await checkCond(roleId, heroes, type, param, count);
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if (!checkRes) {
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res = false;
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break;
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}
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}
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return res;
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}
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/**
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* 创建新的派遣任务
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* @param towerLv 玩家层数
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* @param roleId 玩家id
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* @param roleName 玩家名
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* @param hideNum 隐藏的任务数量
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*/
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export async function createCurTasks(towerLv: number, batchCode: string, roleId: string, roleName: string, hideNum: number, showNum: number, rids: Array<number>) {
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let randomList = [];
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let dicTask = gameData.towerTask;
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for(let [ _id, task] of dicTask) {
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let {suitFloor: {min, max} } = task;
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let flag = max?(towerLv >= min && towerLv <= max): (towerLv >= min);
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if(flag) {
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randomList.push(task);
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}
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}
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let returnTasks = new Array();
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const arr = [{refreshStatus: 0, num: hideNum}, {refreshStatus: 1, num: showNum}];
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for(let {refreshStatus, num} of arr) {
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let taskIds = [];
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for(let i = 0; i < num; i++) {
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let list = randomList.filter(cur => !rids.includes(cur.taskId));
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let {dic: tmp} = getRandEelmWithWeight(list);
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if(tmp) {
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taskIds.push(tmp.taskId);
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rids.push(tmp.taskId)
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}
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}
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const curTasks = await TowerTaskRecModel.createTasks(roleId, roleName, batchCode, taskIds, refreshStatus);
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if(refreshStatus == 1) {
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returnTasks = curTasks;
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}
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}
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return returnTasks;
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}
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export function getRemainTime(curTime: Date) {
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let nextTime = <number>getTimeFunM(curTime).getAfterDayWithHour(1);
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return Math.floor((nextTime - curTime.getTime())/1000);
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}
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export function treatTask(recs: Array<any>, curTime: Date) {
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return recs.map(cur => {
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let { heroes, batchCode, taskId, taskCode, status, completeTime} = cur;
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let getStatusResult = getTaskStatus(status, completeTime, curTime);
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return { heroes, batchCode, taskId, taskCode, completeTime, ...getStatusResult }
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});
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}
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// 刷新任务,正在进行中的部分保留,没有进行中的刷掉
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export function getDoingOrWaitingTasks (taskList: Array<any>, curTime: Date) {
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let doingTaskCode = new Array<string>(), waitingTaskCode = new Array<string>(), doingIds = new Array<number>();
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for(let task of taskList) {
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let {status} = getTaskStatus(task.status, task.completeTime, curTime);
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if(status == 1||status == 2) {
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doingTaskCode.push(task.taskCode);
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doingIds.push(task.taskId);
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} else if(status == 0|| status == 3) {
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waitingTaskCode.push(task.taskCode);
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}
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}
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return {doingTaskCode, waitingTaskCode, doingIds}
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}
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export function getTaskStatus(status: number, completeTime: Date, curTime: Date) {
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let remainTime = 0;
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if(status == 1) {
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// console.log(curTime.getTime(), completeTime.getTime())
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remainTime = Math.floor((completeTime.getTime() - curTime.getTime())/1000);
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if(remainTime < 0) {
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status = 2; remainTime = 0;
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}
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}
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return {status, remainTime}
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}
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export async function getTasksReward(roleId: string, curTime: Date) {
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let oldTasks = await TowerTaskRecModel.getCurTasks(roleId);
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let goods: ItemInter[] = [];
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for(let task of oldTasks) {
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let {completeTime, reward, termsForAdd, additionalReward} = gameData.towerTask.get(task.taskId);
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if (task.sendTime && task.sendTime.getTime() + completeTime * 1000 < curTime.getTime()) {
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goods = goods.concat(reward);
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if(termsForAdd) {
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const result = checkTaskConditions(roleId, task.heroes, termsForAdd);
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if(result) {
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goods = goods.concat(additionalReward);
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}
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}
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}
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}
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return goods
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}
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/**
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* 获取随机机器人数据
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* @param cnt 机器人数量
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* @param withAttr 是否返回属性,false: 仅返回阵容
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*/
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export function getRandRobot(cnt = 1, withAttr = false) {
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let setInfo = getRandExpedition(cnt);
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if (!setInfo || setInfo.length !== cnt) return null;
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let robots = [];
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for (let info of setInfo) {
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if (!info || !info.warId) continue;
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const warInfo = gameData.warJson.get(info.warId);
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if (!warInfo || !warInfo.length) continue;
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let heroes = [];
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for(let hero of warInfo) {
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if (hero && hero.relation === 2 && hero.actorId) {
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heroes.push(hero.actorId);
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}
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}
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robots.push(heroes);
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}
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return robots;
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}
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/**
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* 拷贝敌军数组并添加当前血量字段
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* @param source 原敌军数组,不包含当前血量字段
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*/
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export function transBossHpArr(source: Array<{dataId: number, hp: number, actorId: number}>): Array<{dataId: number, hp: number, curHp: number, actorId: number}> {
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let desArr = [];
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source.forEach(elem => {
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let { hp } = elem;
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desArr.push(Object.assign(elem, {curHp: hp}));
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});
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return cloneDeep(desArr);
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}
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