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use super::*;
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static BATTLE_LINEUP: [u32; 4] = [1309, 1308, 1307, 1315];
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pub async fn on_start_cocoon_stage_cs_req(
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session: &mut PlayerSession,
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body: &StartCocoonStageCsReq,
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) -> Result<()> {
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let rsp = StartCocoonStageScRsp {
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retcode: 0,
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prop_entity_id: body.prop_entity_id,
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cocoon_id: body.cocoon_id,
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wave: body.wave,
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battle_info: Some(SceneBattleInfo {
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stage_id: 201012311,
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logic_random_seed: 4444,
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battle_id: 1,
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battle_avatar_list: BATTLE_LINEUP
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.iter()
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.enumerate()
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.map(|(idx, id)| BattleAvatar {
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index: idx as u32,
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id: *id,
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level: 80,
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promotion: 6,
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rank: 6,
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hp: 10000,
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avatar_type: 3,
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sp: Some(AmountInfo {
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cur_amount: 10000,
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max_amount: 10000,
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}),
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..Default::default()
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})
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.collect(),
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monster_wave_list: vec![SceneMonsterWave {
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monster_list: vec![SceneMonsterParam {
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monster_id: 3013010,
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..Default::default()
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}],
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..Default::default()
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}],
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..Default::default()
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}),
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};
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session.send(CMD_START_COCOON_STAGE_SC_RSP, rsp).await
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}
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pub async fn on_pve_battle_result_cs_req(
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session: &mut PlayerSession,
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body: &PveBattleResultCsReq,
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) -> Result<()> {
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session
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.send(
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CMD_P_V_E_BATTLE_RESULT_SC_RSP,
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PveBattleResultScRsp {
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retcode: 0,
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end_status: body.end_status,
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battle_id: body.battle_id,
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..Default::default()
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},
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)
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.await
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}
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