修正2次生成卡组时,卡牌id重复的bug
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@ -15,8 +15,8 @@ export class BeginGameCommand extends Command<CardGameState, {}> {
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async execute() {
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async execute() {
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this.room.battleMan.onGameStart();
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this.room.battleMan.onGameStart();
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this.state.maxCardId = 0;
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this.state.maxCardId = 0;
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let card0 = gameUtil.initCardQue();
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let card0 = gameUtil.initCardQue(1);
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let card1 = gameUtil.initCardQue();
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let card1 = gameUtil.initCardQue(card0.length + 1);
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let cardAll = card0.concat(card1);
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let cardAll = card0.concat(card1);
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cardAll.randomSort();
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cardAll.randomSort();
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this.state.cardQueue = cardAll;
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this.state.cardQueue = cardAll;
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@ -16,13 +16,13 @@ let gameUtil = {
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/**
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/**
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* 游戏开始时, 初始化卡组
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* 游戏开始时, 初始化卡组
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*/
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*/
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initCardQue() {
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initCardQue(beginNum: number) {
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let cards: Card[] = [];
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let cards: Card[] = [];
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let numCfgMap: Map<number, SystemCardCfg> = global.$cfg.get(BaseConst.SYSTEMCARD);
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let numCfgMap: Map<number, SystemCardCfg> = global.$cfg.get(BaseConst.SYSTEMCARD);
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let effCfgMap: Map<number, EffectCardCfg> = global.$cfg.get(BaseConst.EFFECTCARD);
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let effCfgMap: Map<number, EffectCardCfg> = global.$cfg.get(BaseConst.EFFECTCARD);
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let countMap: Map<number, number> = new Map();
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let countMap: Map<number, number> = new Map();
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let localId = 1;
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let localId = beginNum;
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for (let [, cfg] of numCfgMap) {
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for (let [, cfg] of numCfgMap) {
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for (let i = 0; i < cfg.count; i++) {
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for (let i = 0; i < cfg.count; i++) {
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let [effid, effType] = this.getRandomEffect(cfg.weightArr, effCfgMap, countMap);
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let [effid, effType] = this.getRandomEffect(cfg.weightArr, effCfgMap, countMap);
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