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@ -104,12 +104,7 @@ class Fragment {
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allocResult.set(PVP_TYPE, new Map());
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allocResult.set(PVE_TYPE, new Map());
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const remainData = this.getRemainData(daySeconds, nowTime, hourSeconds, allocedFragments);
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remainData.forEach(
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(value, key) => {
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const heroNum = Math.floor(remainData[key]['remainHeroNum'] / remainHour);
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const gunNum = Math.floor(remainData[key]['remainGunNum'] / remainHour);
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const allocFunc = (list, node, num) => {
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const heros = [];
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{
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constant.ALL_HERO_FRAGMENT.forEach(
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@ -123,24 +118,30 @@ class Fragment {
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});
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}
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for (let i = 0; i < heroNum; ++i) {
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const ret = utils.randItemByWeight(heros, 'item_num');
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if (ret.index >= 0) {
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if (heros[ret.index]['item_num'] > 0) {
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--heros[ret.index]['item_num'];
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const item = allocNode.get(element);
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if (item) {
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item.set(element, 1);
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} else {
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item.set(element, item.get(element) + 1);
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}
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}
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}
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}
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};
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const guns = [];
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{
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constant.ALL_GUN_FRAGMENT.forEach(
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(element) => {
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guns.push(
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{
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'item_id': element,
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'item_num': value.get(ITEM_PRE + element)
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}
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);
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});
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}
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for (let i = 0; i < gunNum; ++i) {
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}
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const remainData = this.getRemainData(daySeconds, nowTime, hourSeconds, allocedFragments);
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remainData.forEach(
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(value, key) => {
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const allocNode = allocResult.get(key);
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const heroNum = Math.floor(remainData[key]['remainHeroNum'] / remainHour);
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const gunNum = Math.floor(remainData[key]['remainGunNum'] / remainHour);
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allocFunc(constant.ALL_HERO_FRAGMENT, value, heroNum);
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allocFunc(constant.ALL_GUN_FRAGMENT, value, gunNum);
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});
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}
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