218 lines
6.6 KiB
TypeScript
218 lines
6.6 KiB
TypeScript
import {Card} from "../rooms/schema/Card";
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import arrUtil from "./array.util";
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import {EffectCardCfg} from "../cfg/parsers/EffectCardCfg";
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import {BaseConst} from "../constants/BaseConst";
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import {SkillTargetType} from "../rooms/logic/skill/SkillConst";
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import CfgMan from "../rooms/logic/CfgMan";
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import {CardGameState} from "../rooms/schema/CardGameState";
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import {Player} from "../rooms/schema/Player";
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import {HeroCfg} from "../cfg/parsers/HeroCfg";
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let assistantUtil = {
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/**
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* 检查是否可以吃牌
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* @param cardArr 待检查的卡组
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* @param card 目标牌
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*/
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checkTriple(cardArr: Card[], card?: Card): Card[] {
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if (card) cardArr.push(card);
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let pointMap: Map<number, Card[]> = new Map();
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let cardIdSet: Set<number> = new Set();
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for (let c of cardArr) {
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if (c.type !== 1) {
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continue;
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}
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if (pointMap.has(c.number)) {
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let arr = pointMap.get(c.number);
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arr.push(c);
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pointMap.set(c.number, arr);
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} else {
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pointMap.set(c.number, [c]);
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}
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cardIdSet.add(c.number);
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}
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let fetched = false;
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let result: Card[] = [];
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// 优先出对子
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for (let [point, arr] of pointMap) {
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if (card) {
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if (point == card.number && arr.length >= 3) {
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fetched = true;
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result = arr;
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break;
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}
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} else {
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if (arr.length >= 3) {
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fetched = true;
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result = arr;
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break;
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}
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}
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}
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if (fetched) {
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return result;
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}
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let cardIds = [...cardIdSet];
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cardIds.sort((a, b) => a - b);
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let tmp = [];
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for (let i = 0, length = cardIds.length; i < length; i++) {
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let cur = cardIds[i];
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i == 0 && tmp.push(cur);
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if (i > 0) {
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if (cur != tmp[i - 1] + 1) {
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tmp.length = 0;
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}
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tmp.push(cur);
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}
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if (card) {
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if (tmp.indexOf(card.number) >= 0 && tmp.length >= 3) {
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break;
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}
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} else {
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if (tmp.length >= 3) {
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break;
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}
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}
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}
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if (tmp.length >= 3) {
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let subTmp = [];
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for (let i = tmp[0] - 1; i > 0; i--) {
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if (cardIdSet.has(i)) {
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subTmp.push(i);
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} else {
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break;
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}
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}
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for (let i = tmp[tmp.length]; i < cardIdSet.size; i++) {
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if (cardIdSet.has(i)) {
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subTmp.push(i);
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} else {
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break;
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}
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}
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tmp = tmp.concat(subTmp);
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for (let point of tmp) {
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if (card && point === card.number) {
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result.push(card);
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} else {
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result.push(pointMap.get(point)[0]);
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}
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}
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return result;
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} else {
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return arrUtil.randomGet(cardArr, 1);
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}
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},
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/**
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* 随机获取敌对玩家
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* @private
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*/
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getEnemyPlayer(dstPlayer: Player, state: CardGameState): Player {
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let enemys = [];
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for (let [, player] of state.players) {
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if (player.team !== dstPlayer.team) {
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enemys.push(player);
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}
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}
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return arrUtil.randomOne(enemys);
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},
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/**
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* 随机获取可用的随从
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* @param player
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* @private
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*/
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getRandomPet(player: Player): number {
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let pets = [];
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for (let [, pet] of player.pets) {
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if (pet.ap > 0 && pet.state == 1)
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pets.push(pet);
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}
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let result;
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if (pets.length > 0) {
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result = arrUtil.randomOne(pets);
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}
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return result ? result.pos : -1;
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},
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/**
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* 选择一个法术或者一个随从
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* @private
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*/
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async selectPet(dstPlayer: Player, state: CardGameState) {
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let cards = [...state.cards.values()];
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let result;
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let effectMap: Map<number, EffectCardCfg> = global.$cfg.get(BaseConst.EFFECTCARD);
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for (let card of cards) {
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let effect = effectMap.get(card.effect);
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if (effect.type_id == 1) {
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result = card;
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break;
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}
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}
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if (!result) {
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result = arrUtil.randomGet(cards, 1)[0];
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}
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let targetType: SkillTargetType = CfgMan.getTargetByCard(result.effect);
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let targetPlayer;
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let targetPos;
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switch (targetType) {
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case SkillTargetType.ENEMY_PLAYER:
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targetPlayer = this.getEnemyPlayer(dstPlayer, state);
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break;
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case SkillTargetType.ENEMY_PET:
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for (let [, player] of state.players) {
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if (player.team !== dstPlayer.team) {
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let pos = this.getRandomPet(player);
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if (pos > -1) {
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targetPlayer = player;
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targetPos = pos;
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break;
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}
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}
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}
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break;
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case SkillTargetType.FRIEND_PET:
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for (let [, player] of state.players) {
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if (player.team == dstPlayer.team) {
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let pos = this.getRandomPet(player);
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if (pos > -1) {
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targetPlayer = player;
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targetPos = pos;
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break;
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}
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}
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}
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break;
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case SkillTargetType.SELF_PET:
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let pos = this.getRandomPet(dstPlayer);
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if (pos > -1) {
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targetPlayer = dstPlayer;
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targetPos = pos;
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break;
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}
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break;
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}
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//TODO: 增加效果卡
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let effCards: number[] = [];
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return {
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card: result.id,
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player: targetPlayer?.id,
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pos: targetPos,
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effCards
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}
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},
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randomHero() {
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let heroMap: Map<number, HeroCfg> = global.$cfg.get(BaseConst.HERO);
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let heroArr = [...heroMap.values()];
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let hero = arrUtil.randomGet(heroArr, 1);
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return {heroId: hero[0].id}
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}
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}
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export default assistantUtil;
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