216 lines
6.4 KiB
TypeScript
216 lines
6.4 KiB
TypeScript
import {Card} from "../rooms/schema/Card";
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import arrUtil from "./array.util";
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import {Player} from "../rooms/schema/Player";
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import {BaseConst} from "../constants/BaseConst";
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import {SystemCardCfg} from "../cfg/parsers/SystemCardCfg";
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import {EffectCardCfg} from "../cfg/parsers/EffectCardCfg";
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import {error} from "../common/Debug";
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let gameUtil = {
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/**
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* 游戏开始时, 初始化卡组
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*/
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initCardQue() {
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let cards: Array<Card> = [];
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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 countMap: Map<number, number> = new Map();
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let localId = 1;
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for (let [id, cfg] of numCfgMap) {
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for (let i = 0; i < cfg.count; i++) {
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if (cfg.type_id == 1) {
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let effid = this.getRandomEffect(cfg.weightArr, effCfgMap, countMap);
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let card = new Card(localId ++, cfg.point, cfg.type_id, effid);
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cards.push(card);
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} else {
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let card = new Card(localId ++, cfg.point, cfg.type_id, 0);
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cards.push(card);
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}
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}
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}
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arrUtil.randomSort(cards);
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return cards;
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},
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/**
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* 根据配表中的权重, 获取一个效果卡的id
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* @param weightArr 配表中的权重列表
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* @param effCfgMap 配表中的所有效果卡的配置
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* @param countMap 当前已生成的效果卡数量
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*/
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getRandomEffect(weightArr: number[][], effCfgMap: Map<number, EffectCardCfg>, countMap: Map<number, number>) {
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let total = 0;
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let tmpArr:number[][] = [];
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for (let data of weightArr) {
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total += data[1];
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tmpArr.push([data[0], total]);
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}
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let num = Math.random() * total;
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let effid;
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for (let data of tmpArr) {
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if (data[1] >= num ) {
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let count = countMap.has(data[0]) ? countMap.get(data[0]) : 0;
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if (count < effCfgMap.get(data[0]).count) {
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effid = effCfgMap.get(data[0]).id;
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countMap.set(effid, count + 1);
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break;
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}
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}
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}
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if (!effid) {
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for (let [id, count] of countMap) {
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if (count < effCfgMap.get(id).count) {
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effid = id;
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countMap.set(effid, count + 1);
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break
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}
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}
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}
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if (!effid) {
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error('生成卡组时, 无法匹配效果卡, 请确认效果卡的最大数量是否等于点数卡总数')
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}
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return effid;
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},
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/**
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* 检查目标数组中的卡id是否在存在
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* @param cardMap
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* @param cardIds
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*/
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checkCardsExists(cardMap: Map<string, Card>, cardIds: Array<string>) {
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let result = true;
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for (let id of cardIds) {
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if (!cardMap.has(id + '')) {
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result = false;
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break;
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}
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}
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return result;
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},
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/**
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* 抽卡
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* @param cardArr
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* @param player
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* @param count
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* @param fromplayer
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*/
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drawCard(cardArr: Card[], player: Player, count: number, fromplayer?: Player): Card[] {
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let cards: Card[] = [];
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for (let i = 0; i < count; i++) {
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cards.push(cardArr.pop());
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}
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//TODO:
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this.addCardToPlayer(player, cards);
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return cards;
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},
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/**
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* 随机移除n张手牌
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* @param player
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* @param count
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*/
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removeCard(player: Player, count: number): Card[] {
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let cards = [];
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let cardArr: Card[] = [...player.cards.values()];
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cards = arrUtil.randomGet(cardArr, count);
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for (let card of cards) {
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player.cards.delete(card.id + '');
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player.cardSet.delete(card.id + '');
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}
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return cards;
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},
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/**
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* 往玩家的卡组里添加卡
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* @param player
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* @param cards
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*/
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addCardToPlayer(player: Player, cards: Card[]) {
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for (let card of cards) {
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player.cards.set(card.id + '', card);
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player.cardSet.add(card.id + '');
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}
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player.countTotal += cards.length;
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},
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/**
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* 更换相同数量的卡
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* @param cardArr
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* @param player
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* @param targetCards
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*/
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changeCard(cardArr: Card[], player: Player, targetCards: Card[]): Card[] {
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let cards: Card[] = [];
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for (let card of targetCards) {
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player.cards.delete(card.id + '');
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player.cardSet.delete(card.id + '');
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}
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arrUtil.randomInsert(cardArr, targetCards);
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let count = targetCards.length;
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for (let i = 0; i < count; i++) {
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let card = cardArr.pop();
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cards.push(card);
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player.cards.set(card.id + '', card);
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player.cardSet.add(card.id + '');
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}
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return cards;
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},
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/**
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* 检查出牌是否符合规则
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* @param cardsLst
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*/
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checkDiscard(cardsLst: Card[]) {
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if (cardsLst.length == 0 || cardsLst.length == 2) {
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return false
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} else if (cardsLst.length == 1) {
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return true;
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}
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let numSet: number[] = [];
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cardsLst.forEach(function (value) {
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if (value.number < 11) {
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numSet.push(value.number);
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}
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});
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if (numSet.length === 1) {
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return true;
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}
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if (numSet.length < 3) {
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return false;
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}
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numSet.sort((a, b) => {
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return a - b;
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});
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let preNum;
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let sequence = true; //是否是顺序
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let same = true; //是否是相同
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for (let num of numSet) {
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if (preNum) {
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if (num !== (preNum + 1) && sequence) {
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sequence = false;
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}
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if (num !== preNum && same) {
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same = false;
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}
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if (!sequence && !same) {
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return false;
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}
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}
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preNum = num;
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}
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return true;
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},
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/**
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* 结算时计算总的ap
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* @param player
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*/
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calcTotalAp(player: Player) {
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let result = 0;
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for (let [pid, pet] of player.pets) {
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result += pet.ap;
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}
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return result;
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}
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}
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export default gameUtil;
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