军团:军团接口名修改
This commit is contained in:
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import { Application, BackendSession, HandlerService, } from 'pinus';
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import { UserGuildModel } from '../../../db/UserGuild';
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import { resResult } from '../../../pubUtils/util';
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import { STATUS, TASK_TYPE } from '../../../consts';
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import { DonationModel } from '../../../db/Donation';
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import { nowSeconds } from '../../../pubUtils/timeUtil';
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import { getArmyDonateBaseByLv, getArmyDonateBoxBaseById } from '../../../pubUtils/data';
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import { GuildModel } from '../../../db/Guild';
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import { handleCost, addItems } from '../../../services/rewardService';
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import { CHAT_SERVER, GUILD_POINT_WAYS } from '../../../consts';
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import { getDonation } from '../../../services/donateService';
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import { getUserGuildWithRefActive } from '../../../services/guildService';
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import { ARMY } from '../../../pubUtils/dicParam';
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import { addActive } from '../../../services/guildService'
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import { checkActivityTask, checkTask } from '../../../services/taskService';
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export default function (app: Application) {
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new HandlerService(app, {});
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return new DonationHandler(app);
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}
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export class DonationHandler {
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constructor(private app: Application) {
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}
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/**
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* 捐献所的等级,捐献的次数,战报,捐献达到的基金,领取宝箱记录
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* @param msg
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* @param session
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*/
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async getDonation(msg: {}, session: BackendSession) {
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const roleId: string = session.get('roleId');
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const serverId: number = parseInt(session.get('serverId'));
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let userGuild = await getUserGuildWithRefActive(roleId, 'donateCnt receiveBoxs guildCode');
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code, donateCnt, receiveBoxs } = userGuild;
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let { donateFund, reports, donationLv } = await getDonation(code, serverId);
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return resResult(STATUS.SUCCESS, { receiveBoxs, donateFund, reports, donateCnt: donateCnt || 0, donationLv });
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}
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/**
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* 捐献
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* @param msg
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* @param session
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*/
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async donate(msg: { id: number }, session: BackendSession) {
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const { id } = msg;
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const roleId: string = session.get('roleId');
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const roleName: string = session.get('roleName');
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const serverId: number = parseInt(session.get('serverId'));
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const sid: string = session.get('sid');
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const funcs: number[] = session.get('funcs');
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let userGuild = await getUserGuildWithRefActive(roleId, 'donateCnt receiveBoxs guildCode');
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code, donateCnt: resdonateCnt } = userGuild;
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if (resdonateCnt >= ARMY.ARMY_DONATE_TIMES)
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return resResult(STATUS.GUILD_DONATE_TIMES_NOT_ENOUGH);
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let { donationLv } = await getDonation(code, serverId);
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let { donateReward } = getArmyDonateBaseByLv(donationLv);
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let { rewardGood, rewardFund, cosume } = donateReward.get(id);
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let result = await handleCost(roleId, sid, [cosume]);
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if (!result)
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return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let { donateCnt } = await UserGuildModel.donateFund(roleId, 1);
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let { donateFund, reports } = await DonationModel.donation(code, rewardFund, { reports: { id, roleName, time: nowSeconds() } });
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let goods = [];
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if (!!rewardGood)
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goods = await addItems(roleId, roleName, sid, [rewardGood]);
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//增加基金
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const { fund } = await GuildModel.updateInfo(code, {}, { fund: rewardFund }, 'fund');
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this.app.rpc.chat.guildRemote.updateInfo.toServer(CHAT_SERVER, code, { fund });
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await addActive(roleId, serverId, GUILD_POINT_WAYS.DONATE, id);
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// 任务
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await checkTask(roleId, sid, funcs, TASK_TYPE.GUILD_DONATE, 1, true, {});
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//活动任务
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await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.GUILD_DONATE, 1);
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return resResult(STATUS.SUCCESS, { donateFund, reports, donateCnt, goods });
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}
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/**
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* 领取宝箱
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* @param msg
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* @param session
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*/
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async receiveBox(msg: { id: number }, session: BackendSession) {
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const { id } = msg;
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const roleId: string = session.get('roleId');
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const roleName: string = session.get('roleName');
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const sid: string = session.get('sid');
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const serverId: number = parseInt(session.get('serverId'));
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let userGuild = await getUserGuildWithRefActive(roleId, 'donateCnt receiveBoxs guildCode');
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code, receiveBoxs: resReceiveBoxs } = userGuild;
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if (resReceiveBoxs.indexOf(id) != -1)
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return resResult(STATUS.GUILD_DONATE_BOXS_IS_GOT);
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let { boxRewards, fund } = getArmyDonateBoxBaseById(id);
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let { donateFund, donationLv } = await getDonation(code, serverId);
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let { boxRewardRatio, requireRewardRatio } = getArmyDonateBaseByLv(donationLv);
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if (donateFund < Math.floor(fund * (100 + requireRewardRatio) / 100))
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return resResult(STATUS.GUILD_DONATE_BOXS_NOT_GOT);
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boxRewards = boxRewards.map(({ id, count }) => {
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return { id, count: count * (boxRewardRatio + 100) };
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});
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resReceiveBoxs.push(id);
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let { receiveBoxs } = await UserGuildModel.updateInfo(roleId, { receiveBoxs: resReceiveBoxs }, {}, 'receiveBoxs');
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let goods = await addItems(roleId, roleName, sid, boxRewards);
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return resResult(STATUS.SUCCESS, { receiveBoxs, goods });
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}
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}
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@@ -0,0 +1,197 @@
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import { Application, BackendSession, pinus, HandlerService, } from 'pinus';
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import { resResult, genCode, getRandSingleEelm } from '../../../pubUtils/util';
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import { STATUS, TASK_TYPE } from '../../../consts';
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import { BossInstanceModel } from '../../../db/BossInstance';
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import { BattleRecordModel } from '../../../db/BattleRecord';
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import { nowSeconds, getZeroPoint } from '../../../pubUtils/timeUtil';
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import { getBossInstanceInfo, bossResult, checkBossBattleMemberExists, pushBossHpMessage, getBossInstanceWhenEnd, addBossInstance } from '../../../services/guildBossService';
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import { findWhere } from 'underscore'
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import { GUILD_STRUCTURE, GUILD_BOSS_STATUS, GUILD_POINT_WAYS } from '../../../consts/constModules/guildConst';
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import { DATA_NAME } from '../../../consts/dataName';
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import { UserGuildModel } from '../../../db/UserGuild';
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import { GUILD_OPERATE } from '../../../consts';
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import { checkAuth, addActive } from '../../../services/guildService';
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import { GuildModel } from '../../../db/Guild';
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import { getBossByLv } from '../../../pubUtils/data';
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import { lockData } from '../../../services/redLockService';
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import { pushGuildBossSucMsg, getGuildChannelSid } from '../../../services/chatService';
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import { checkTask } from '../../../services/taskService';
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export default function (app: Application) {
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new HandlerService(app, {});
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return new GuildHandler(app);
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}
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export class GuildHandler {
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constructor(private app: Application) {
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}
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async debugAddBattleTimes(msg: {}, session: BackendSession) {
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const roleId: string = session.get('roleId');
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let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode');
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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let { ranks } = await BossInstanceModel.findBossInstance(code);
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for (let i = 0; i < ranks.length; i++) {
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let rank = ranks[i];
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if (rank.roleId == roleId) {
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rank.time = 0;
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break;
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}
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}
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let { ranks: resRanks } = await BossInstanceModel.updateBossInstance(code, { ranks });
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return resResult(STATUS.SUCCESS, { ranks: resRanks });
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}
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// 获得boss关卡
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async getBossInstance(msg: {}, session: BackendSession) {
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const roleId: string = session.get('roleId');
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let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode');
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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let bossInstance = await BossInstanceModel.findBossInstance(code);
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if (!bossInstance) {
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return resResult(STATUS.SUCCESS, { status: GUILD_BOSS_STATUS.WAIT_OPEN });//等待团长开启
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}
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let result = await getBossInstanceInfo(bossInstance, roleId);
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return resResult(STATUS.SUCCESS, result);
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}
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//开启演武场
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async openBossInstance(msg: {}, session: BackendSession) {
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const roleId: string = session.get('roleId');
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const sid: string = session.get('sid');
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const serverId: number = parseInt(session.get('serverId'));
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let userGuild = await UserGuildModel.getMyGuild(roleId, 'auth guildCode');
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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const checkMyResult = await checkAuth(GUILD_OPERATE.OPEN_BOSS, roleId, null, userGuild);
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if (!checkMyResult) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH);
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let res: any = await lockData(serverId, DATA_NAME.BOSS_SCRIPT, code);//加锁
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if (!!res.err)
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return resResult(STATUS.REDLOCK_ERR);
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let bossInstance = await BossInstanceModel.findBossInstance(code);
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if (!!bossInstance && (bossInstance.bossHp > 0 || bossInstance.startTime >= getZeroPoint())) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_SCRIPT_IS_OPENED_TODAY);
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}
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const guild = await GuildModel.findByCode(code, serverId, 'lv structure');
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if (!guild) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_NOT_FOUND);
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}
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const { structure } = guild;
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const curStructure = structure.find(cur => cur.id == GUILD_STRUCTURE.BOSS);
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if (!curStructure) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_STRUCTURE_NOT_FOUND);
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}
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let bossBase = getBossByLv(curStructure.lv);
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let { bossHp, warId } = getRandSingleEelm(bossBase.wars);
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let resGuild = await GuildModel.costFund(code, bossBase.opencost);
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if (!resGuild) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_FUND_NOT_ENOUGH);
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}
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await BossInstanceModel.openBossInstance(code, bossHp, warId, bossBase.bossLevel);
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res.releaseCallback();
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let result = { warId, ranks: [], myRank: {}, bossHp, status: 3, bossLv: bossBase.bossLevel, isBattled: false };
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let chatSid = await getGuildChannelSid(code);
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pinus.app.rpc.chat.guildRemote.pushBossOpen.toServer(chatSid, code, warId, bossHp, result.status);
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return resResult(STATUS.SUCCESS, result);
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}
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async battleBoss(msg: {}, session: BackendSession) {
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const roleId: string = session.get('roleId');
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const roleName: string = session.get('roleName');
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let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode job');
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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let bossInstance = await BossInstanceModel.findBossInstance(code);
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if (!bossInstance)
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return resResult(STATUS.GUILD_SCRIPT_NOT_OPENED);
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if (bossInstance.bossHp <= 0)
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return resResult(STATUS.GUILD_SCRIPT_IS_COMPLETE);
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let myRank = findWhere(bossInstance.ranks, { roleId });
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if (!!myRank && myRank.time > getZeroPoint())
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return resResult(STATUS.GUILD_SCRIPT_IS_BATTLED);
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let { warId, ranks } = bossInstance;
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const battleCode = genCode(8); // 关卡唯一值
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await BattleRecordModel.updateBattleRecordByCode(battleCode, {
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$set: {
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roleId, roleName, battleId: warId,
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status: 0,
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record: { heroes: [], recordNum: bossInstance.num, bossHp: bossInstance.bossHp },
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}
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}, true);
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const serverId: number = parseInt(session.get('serverId'));
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await addBossInstance(code, serverId, roleId);
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if (!findWhere(ranks, { roleId })) {
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await BossInstanceModel.pushRanks(code, { roleId, score: 0, time: nowSeconds(), job: userGuild.job });
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} else {
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await BossInstanceModel.updateRank(code, roleId);
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}
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return resResult(STATUS.SUCCESS, { battleCode });
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}
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async action(msg: { damage: number, battleCode: string }, session: BackendSession) {
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const { battleCode, damage } = msg;
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const roleId: string = session.get('roleId');
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const roleName: string = session.get('roleName');
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const serverId: number = parseInt(session.get('serverId'));
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let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode');
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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let flag = await checkBossBattleMemberExists(code, serverId, roleId, battleCode);
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if (!flag) {
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return resResult(STATUS.REDLOCK_ERR);
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}
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//记录伤害
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let bossInstance = await BossInstanceModel.updateBossHp(code, damage, roleId);
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if (!bossInstance || bossInstance.bossHp == 0) {//进入结算
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let flag = await bossResult(code, serverId, DATA_NAME.BOSS_SCRIPT, roleId, damage);
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if (!flag) {
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return resResult(STATUS.WRONG_PARMS);
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}
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pushGuildBossSucMsg(roleId, roleName, code, bossInstance);
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return resResult(STATUS.SUCCESS, { bossHp: 0 });
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} else {
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pushBossHpMessage(code, serverId, bossInstance.bossHp);
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return resResult(STATUS.SUCCESS, { bossHp: bossInstance.bossHp });
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}
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}
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async battleBossEnd(msg: { battleCode: string }, session: BackendSession) {
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const { battleCode } = msg;
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const roleId = session.get('roleId');
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const sid = session.get('sid');
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const funcs: number[] = session.get('funcs');
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const serverId: number = parseInt(session.get('serverId'));
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let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode');
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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const battleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode, true);
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if (!battleRecord || battleRecord.status != 0 || roleId != battleRecord.roleId) {
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return resResult(STATUS.WRONG_PARMS);
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}
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await BattleRecordModel.updateBattleRecordByCode(battleCode, {
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$set: { status: 1 }//战斗结束统一设置成1
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}, true);
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let bossInstance = await BossInstanceModel.findBossInstance(code);
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let result = await getBossInstanceWhenEnd(bossInstance, roleId, battleRecord.record.recordNum);
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await addActive(roleId, serverId, GUILD_POINT_WAYS.BOSS_WAR);//获得活跃值
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// 任务
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await checkTask(roleId, sid, funcs, TASK_TYPE.GUILD_BOSS, 1, true, {});
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return resResult(STATUS.SUCCESS, result);
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}
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}
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,187 @@
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import { Application, BackendSession, pinus, HandlerService, } from 'pinus';
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import { UserGuildModel } from '../../../db/UserGuild';
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import { resResult } from '../../../pubUtils/util';
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import { STATUS, GUILD_OPERATE, TASK_TYPE } from '../../../consts';
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import { GuildRefineModel } from '../../../db/GuildRefine';
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import { getArmyDevelopConsumeById, getGoodById } from '../../../pubUtils/data';
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import { nowSeconds } from '../../../pubUtils/timeUtil';
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import { handleCost, addItems, checkGoods } from '../../../services/rewardService';
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import { GuildModel } from '../../../db/Guild';
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import { findIndex, findWhere } from 'underscore';
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import { lockData } from '../../../services/redLockService';
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import { checkAuth } from '../../../services/guildService';
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import { ARMY } from '../../../pubUtils/dicParam';
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import { CURRENCY_BY_TYPE, CURRENCY_TYPE } from '../../../consts/constModules/itemConst';
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import { openGuildRefine } from '../../../services/guildRefineService';
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import { DATA_NAME } from '../../../consts/dataName';
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import { checkTask } from '../../../services/taskService';
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export default function (app: Application) {
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new HandlerService(app, {});
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return new GuildRefineHandler(app);
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}
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export class GuildRefineHandler {
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constructor(private app: Application) {
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}
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/**
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* 获得科技树信息
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* @param msg
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* @param session
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*/
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async getRefine(msg: {}, session: BackendSession) {
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const roleId = session.get('roleId');
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let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode');
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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const { guildCode: code } = userGuild;
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let guildRefine = await GuildRefineModel.getRefine(code);
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if (!guildRefine) {
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guildRefine = await openGuildRefine(code);
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}
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return resResult(STATUS.SUCCESS, { scienceTrees: guildRefine.scienceTrees });
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}
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/**
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* 炼器
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* @param msg
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* @param session
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*/
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async refineEquip(msg: { pid: number }, session: BackendSession) {
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let { pid } = msg;
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const roleId: string = session.get('roleId');
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const sid: string = session.get('sid');
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const roleName: string = session.get('roleName');
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const funcs: number[] = session.get('funcs');
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let pieceInfo = getGoodById(pid);
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let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode');
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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let { guildCode: code } = userGuild;
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let { scienceTrees } = await GuildRefineModel.getRefine(code);
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let findDevelopConsume;
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//判断是否可以炼该兵器
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for (let scienceTree of scienceTrees) {
|
||||
if (scienceTree.endTime < nowSeconds()) {
|
||||
let developConsume = getArmyDevelopConsumeById(scienceTree.id);
|
||||
if (developConsume.quality && developConsume.levelMax >= pieceInfo.lvLimited && pieceInfo.lvLimited <= developConsume.levelMin) {
|
||||
findDevelopConsume = developConsume;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!findDevelopConsume)
|
||||
return resResult(STATUS.GUILD_NOT_REFINE_THE_EQUIP);
|
||||
let result = await handleCost(roleId, sid, findDevelopConsume.honourConsume);
|
||||
if (!result)
|
||||
return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
|
||||
let goods = await addItems(roleId, roleName, sid, [{ id: pid, count: 1 }]);
|
||||
|
||||
// 任务
|
||||
await checkTask(roleId, sid, funcs, TASK_TYPE.GUILD_REFINE, 1, true, { quality: pieceInfo.lvLimited });
|
||||
return resResult(STATUS.SUCCESS, { goods });
|
||||
}
|
||||
/**
|
||||
* 点亮科技树
|
||||
* @param msg
|
||||
* @param session
|
||||
*/
|
||||
async lightUpTree(msg: { id: number }, session: BackendSession) {
|
||||
let { id } = msg;
|
||||
const roleId: string = session.get('roleId');
|
||||
const serverId: number = session.get('serverId');
|
||||
let userGuild = await UserGuildModel.getMyGuild(roleId, 'auth guildCode');
|
||||
if (!userGuild)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
const checkMyResult = await checkAuth(GUILD_OPERATE.EQUIP_PRODUCE, roleId, null, userGuild);
|
||||
if (!checkMyResult) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH);
|
||||
const { guildCode: code } = userGuild;
|
||||
let developConsume = getArmyDevelopConsumeById(id);
|
||||
if (!developConsume)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
let res: any = await lockData(serverId, DATA_NAME.GUILD_REFINE, code);//加锁
|
||||
if (!!res.err)
|
||||
return resResult(STATUS.REDLOCK_ERR);
|
||||
let guildRefine = await GuildRefineModel.getRefine(code);
|
||||
let nowTime = nowSeconds();
|
||||
for (let scienceTree of guildRefine.scienceTrees) {
|
||||
if (scienceTree.id == id) {//检查是否点亮过
|
||||
res.releaseCallback();
|
||||
return resResult(STATUS.GUILD_LIGHT_UP_THE_SCIENCETREE);
|
||||
}
|
||||
|
||||
if (scienceTree.endTime > nowTime) {
|
||||
res.releaseCallback();
|
||||
return resResult(STATUS.GUILD_SCIENCETREE_IS_RUNNING);//检查是否有在进行的科技研发,若在研发,不允许研发其他科技树
|
||||
}
|
||||
}
|
||||
|
||||
for (let prePosition of developConsume.prePositions) {
|
||||
let scienceTree = findWhere(guildRefine.scienceTrees, { id: prePosition });
|
||||
if (!scienceTree || scienceTree.endTime > nowTime) {
|
||||
res.releaseCallback();
|
||||
return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT);//前置科技树未点亮
|
||||
}
|
||||
}
|
||||
//点亮消耗
|
||||
const costResult = await GuildModel.costFund(code, developConsume.fundConsume);
|
||||
if (!costResult) {
|
||||
res.releaseCallback();
|
||||
return resResult(STATUS.GUILD_FUND_NOT_ENOUGH);
|
||||
}
|
||||
let scienceTree = { id, endTime: nowTime + developConsume.timeConsume, assistRoleIds: [] }
|
||||
let { scienceTrees } = await GuildRefineModel.pushRefine(code, scienceTree);
|
||||
res.releaseCallback();
|
||||
return resResult(STATUS.SUCCESS, { scienceTrees });
|
||||
}
|
||||
/**
|
||||
* 协助点亮科技树
|
||||
* @param msg
|
||||
* @param session
|
||||
*/
|
||||
async assistRefine(msg: { id: number }, session: BackendSession) {
|
||||
let { id } = msg;
|
||||
const roleId: string = session.get('roleId');
|
||||
const serverId: number = session.get('serverId');
|
||||
const sid: string = session.get('sid');
|
||||
const funcs: number[] = session.get('funcs');
|
||||
let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode');
|
||||
if (!userGuild)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
const { guildCode: code } = userGuild;
|
||||
let res: any = await lockData(serverId, DATA_NAME.GUILD_ASSIST_REFINE, code);//加锁
|
||||
if (!!res.err)
|
||||
return resResult(STATUS.REDLOCK_ERR);
|
||||
let guildRefine = await GuildRefineModel.getRefine(code);
|
||||
|
||||
let index = findIndex(guildRefine.scienceTrees, { id });
|
||||
if (index == -1) {
|
||||
res.releaseCallback();
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
}
|
||||
let scienceTree = guildRefine.scienceTrees[index];
|
||||
if (scienceTree.assistRoleIds.indexOf(roleId) != -1) {
|
||||
res.releaseCallback();
|
||||
return resResult(STATUS.GUILD_IS_ASSISTED_SCIENCETREE); //玩家已经协助过
|
||||
}
|
||||
if (scienceTree.assistRoleIds.length >= ARMY.ARMY_DEVELOPMENT_SPEEDTMES) {
|
||||
res.releaseCallback();
|
||||
return resResult(STATUS.GUILD_REACH_MAX_ASSIST_COUNT); //协助的人数已经达到最大
|
||||
}
|
||||
let result = await handleCost(roleId, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count: ARMY.ARMY_DEVELOPMENT_SPEEDCOST }]);
|
||||
if (!result) {
|
||||
res.releaseCallback();
|
||||
return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
|
||||
}
|
||||
scienceTree.assistRoleIds.push(roleId);
|
||||
scienceTree.endTime = scienceTree.endTime - ARMY.ARMY_DEVELOPMENT_SPEED * 60;
|
||||
let { scienceTrees } = await GuildRefineModel.updateRefine(code, { scienceTrees: guildRefine.scienceTrees })
|
||||
res.releaseCallback();
|
||||
|
||||
// 任务
|
||||
await checkTask(roleId, sid, funcs, TASK_TYPE.GUILD_ASSIST_REFINE, 1, true, {});
|
||||
|
||||
return resResult(STATUS.SUCCESS, { scienceTrees });
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,365 @@
|
||||
import { Application, BackendSession, HandlerService, } from 'pinus';
|
||||
import { resResult, genCode, getRandSingleEelm } from '../../../pubUtils/util';
|
||||
import { STATUS, TASK_TYPE } from '../../../consts';
|
||||
import { GuildTrainModel } from '../../../db/GuildTrain';
|
||||
import { BattleRecordModel } from '../../../db/BattleRecord';
|
||||
import { nowSeconds, getTimeFun, getZeroPoint } from '../../../pubUtils/timeUtil';
|
||||
import { getUserGuild, getGuildTrainInfo, unlockTrain, getGuildTrainRewards, getGuildTrainInstance, getTrainBoxRewardsResult } from '../../../services/guildTrainService';
|
||||
import { findIndex, findWhere } from 'underscore'
|
||||
import { lockData } from '../../../services/redLockService';
|
||||
import { GUILD_REPORT_NUM, GUILD_POINT_WAYS } from '../../../consts/constModules/guildConst';
|
||||
import { UserGuildModel } from '../../../db/UserGuild';
|
||||
import { GuildModel } from '../../../db/Guild';
|
||||
import { getArmyTrainJuDian, getTrainSoloReward, getTrainBaseByLv } from '../../../pubUtils/data';
|
||||
import { CURRENCY_BY_TYPE, CURRENCY_TYPE } from '../../../consts/constModules/itemConst';
|
||||
import { handleCost, addItems } from '../../../services/rewardService';
|
||||
import { ARMY } from '../../../pubUtils/dicParam';
|
||||
import { addActive } from '../../../services/guildService';
|
||||
import { GuildTrainReportModel } from '../../../db/GuildTrainReport';
|
||||
import { DATA_NAME } from '../../../consts/dataName';
|
||||
import { pushGuildTrainSucMsg } from '../../../services/chatService';
|
||||
import { checkActivityTask, checkTask } from '../../../services/taskService';
|
||||
import { sendPopUpActivityData } from '../../../services/guildActivityService';
|
||||
|
||||
export default function (app: Application) {
|
||||
new HandlerService(app, {});
|
||||
return new GuildTrainHandler(app);
|
||||
}
|
||||
|
||||
export class GuildTrainHandler {
|
||||
constructor(private app: Application) {
|
||||
|
||||
}
|
||||
|
||||
//获得试炼的详情
|
||||
async getTrainInstance(msg: {}, session: BackendSession) {
|
||||
const roleId: string = session.get('roleId');
|
||||
const serverId: number = parseInt(session.get('serverId'));
|
||||
let userGuild = await getUserGuild(roleId, serverId);
|
||||
if (!userGuild)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
const { guildCode: code } = userGuild;
|
||||
let guild = await GuildModel.findGuild(code, serverId, 'trainId trainLv code');
|
||||
let result = await getGuildTrainInstance(roleId, guild, userGuild);
|
||||
return resResult(STATUS.SUCCESS, result);
|
||||
}
|
||||
//获得试炼战报
|
||||
async getTrainReports(msg: {}, session: BackendSession) {
|
||||
const roleId: string = session.get('roleId');
|
||||
const serverId: number = parseInt(session.get('serverId'));
|
||||
let userGuild = await getUserGuild(roleId, serverId);
|
||||
if (!userGuild)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
const { guildCode: code } = userGuild;
|
||||
let trainIds = [];
|
||||
let { trainId } = await GuildModel.findGuild(code, serverId, 'trainId');
|
||||
trainIds.push(trainId);
|
||||
if (trainId > 1)
|
||||
trainIds.push(trainId - 1);
|
||||
let trainReports = await GuildTrainReportModel.findGuildTrainByTrainIds(code, trainIds);
|
||||
let reports = [];
|
||||
trainReports.map(({ reports: resReports, trainId: resTrainId }) => {
|
||||
if (resTrainId != trainId) {
|
||||
let lenNum = resReports.length;
|
||||
resReports = resReports.splice(lenNum - GUILD_REPORT_NUM - 1, GUILD_REPORT_NUM);//获得上场的战报的信息与本次战报合并
|
||||
}
|
||||
reports.push(...resReports);
|
||||
});
|
||||
return resResult(STATUS.SUCCESS, { reports });
|
||||
}
|
||||
|
||||
//获得试炼宝箱
|
||||
async getTrainBoxs(msg: {}, session: BackendSession) {
|
||||
const roleId: string = session.get('roleId');
|
||||
const serverId: number = parseInt(session.get('serverId'));
|
||||
let userGuild = await getUserGuild(roleId, serverId);
|
||||
if (!userGuild)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
const { guildCode: code } = userGuild;
|
||||
let resTrainBoxs = await getTrainBoxRewardsResult(code);
|
||||
return resResult(STATUS.SUCCESS, { trainBoxRewards: resTrainBoxs });
|
||||
}
|
||||
/**
|
||||
* 挑战练兵副本
|
||||
* @param msg
|
||||
* @param session
|
||||
*/
|
||||
async trainBattleStart(msg: { hid: number, trainId: number, difficulty: number }, session: BackendSession) {
|
||||
const { hid, difficulty, trainId } = msg;
|
||||
const roleId = session.get('roleId');
|
||||
const roleName = session.get('roleName');
|
||||
const serverId = parseInt(session.get('serverId'));
|
||||
let userGuild = await getUserGuild(roleId, serverId);
|
||||
if (!userGuild)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
const { guildCode: code } = userGuild;
|
||||
if (userGuild.trainCount <= 0)
|
||||
return resResult(STATUS.GUILD_TRAIN_BATTLE_COUNT_NOT_ENOUGH);
|
||||
let { trainId: curTeainId } = await GuildModel.findGuild(code, serverId, 'trainId');
|
||||
if (curTeainId !== trainId)
|
||||
return resResult(STATUS.GUILD_TRAIN_LEVEL_IS_COMPLETE);
|
||||
let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId, 'trainId isComplete trainInstances');
|
||||
if (!guildTrain && guildTrain.isComplete)
|
||||
return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
|
||||
let { trainInstances } = getArmyTrainJuDian(trainId);
|
||||
let instance = findWhere(trainInstances, { hid });
|
||||
if (!instance)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
let trainInstance = findWhere(guildTrain.trainInstances, { hid });
|
||||
if (!trainInstance)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
if (trainInstance.progress >= instance.progress) {
|
||||
return resResult(STATUS.GUILD_TRAIN_IS_COMPLETE);
|
||||
}
|
||||
const battleCode = genCode(8); // 关卡唯一值
|
||||
await BattleRecordModel.updateBattleRecordByCode(battleCode, {
|
||||
$set: {
|
||||
roleId, roleName, battleId: instance.warId,
|
||||
status: 0,
|
||||
record: { heroes: [], trainId, hid, guildCode: code, difficulty },
|
||||
}
|
||||
}, true);
|
||||
return resResult(STATUS.SUCCESS, { battleCode });
|
||||
}
|
||||
/**
|
||||
* 战斗结算
|
||||
* @param msg
|
||||
* @param session
|
||||
*/
|
||||
async trainBattleEnd(msg: { battleCode: string, isSuccess: boolean }, session: BackendSession) {
|
||||
const { battleCode, isSuccess } = msg;
|
||||
const roleId: string = session.get('roleId');
|
||||
const serverId: number = parseInt(session.get('serverId'));
|
||||
const roleName: string = session.get('roleName');
|
||||
const sid: string = session.get('sid');
|
||||
const funcs: number[] = session.get('funcs');
|
||||
let userGuild = await getUserGuild(roleId, serverId);
|
||||
if (!userGuild)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
const { guildCode: code } = userGuild;
|
||||
const battleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode, true);
|
||||
if (!battleRecord || battleRecord.status != 0 || roleId != battleRecord.roleId || battleRecord.record.guildCode != code) {
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
}
|
||||
let time = Math.floor(battleRecord.createdAt.getTime() / 1000);
|
||||
if (userGuild.trainCount - 1 < 0) {
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
}
|
||||
|
||||
let todayRef = <number>getTimeFun().getTimeWithHour(); // 今天的5点
|
||||
if (time < todayRef && nowSeconds() > todayRef) {
|
||||
return resResult(STATUS.GUILD_TRAIN_IS_RESETED);//重置前进入战斗,重置后回调该接口
|
||||
}
|
||||
if (time > getZeroPoint()) { // 刷新时间,如果是4点算前一天的5点
|
||||
userGuild = await UserGuildModel.updateInfo(roleId, {}, { trainCount: -1 });//扣除一次挑战次数
|
||||
}
|
||||
await BattleRecordModel.updateBattleRecordByCode(battleCode, {
|
||||
$set: { status: isSuccess ? 1 : 2 }
|
||||
}, true);//设置战斗状态
|
||||
|
||||
let trainId = battleRecord.record.trainId;
|
||||
let hid = battleRecord.record.hid;
|
||||
let res: any = await lockData(serverId, DATA_NAME.TRAIN, code + '_' + trainId);//加锁
|
||||
if (!!res.err)
|
||||
return resResult(STATUS.REDLOCK_ERR);
|
||||
let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
|
||||
if (!guildTrain) {
|
||||
res.releaseCallback();//解锁
|
||||
return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
|
||||
}
|
||||
let trainInstance = findWhere(guildTrain.trainInstances, { hid });
|
||||
if (!trainInstance) {
|
||||
res.releaseCallback();//解锁
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
}
|
||||
|
||||
let { trainInstances, soloRewardRatio } = getArmyTrainJuDian(trainId);
|
||||
let instance = findWhere(trainInstances, { hid });
|
||||
if (!instance) {//校验是否存在该关卡
|
||||
res.releaseCallback();//解锁
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
}
|
||||
let trainSoloReward = getTrainSoloReward(battleRecord.record.difficulty);
|
||||
if (!trainSoloReward) {//获得个人奖励信息
|
||||
res.releaseCallback();//解锁
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
}
|
||||
let addScore = Math.floor((isSuccess ? trainSoloReward.winScore : trainSoloReward.failScore));//个人获得积分,也是压制进度
|
||||
//个人功勋奖励
|
||||
let goods = await addItems(roleId, roleName, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.HONOUR), count: Math.floor((isSuccess ? trainSoloReward.winHonour : trainSoloReward.failHonour) * (soloRewardRatio + 100) / 100) }]);
|
||||
let { isComplete, ranks } = guildTrain;
|
||||
let reports = [];
|
||||
let index = findIndex(ranks, { roleId });
|
||||
if (index !== -1) {
|
||||
ranks[index].score += addScore;//更新原有的排名信息
|
||||
} else {
|
||||
ranks.push({ score: addScore, roleId });//新增排名
|
||||
}
|
||||
let needLockNext = false;
|
||||
let report = { roleName, trainId, hid, score: addScore, time: nowSeconds(), type: isSuccess ? 2 : 1, difficulty: battleRecord.record.difficulty };//type 1:失败, 2:成功,3:表示系统战报即:被成功压制
|
||||
reports.push(report);
|
||||
if (trainInstance.progress < instance.progress) {
|
||||
if (trainInstance.progress + addScore >= instance.progress) {
|
||||
//压制成功
|
||||
if (!isComplete) {
|
||||
isComplete = true;
|
||||
guildTrain.trainInstances.forEach(({ hid: otherHid, progress }) => {
|
||||
if (hid != otherHid && progress != instance.progress) {
|
||||
isComplete = false;
|
||||
}
|
||||
});
|
||||
if (isComplete) { //解锁下一关
|
||||
needLockNext = true;
|
||||
}
|
||||
}
|
||||
let progress = instance.progress;
|
||||
guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete);
|
||||
|
||||
//type 1:失败, 2:成功,3:表示系统战报即:被成功压制
|
||||
reports.push({ type: 3, time: nowSeconds(), score: addScore, roleName, trainId, hid, difficulty: battleRecord.record.difficulty });
|
||||
pushGuildTrainSucMsg(roleId, roleName, code, hid);
|
||||
|
||||
if (needLockNext) {
|
||||
guildTrain = await unlockTrain(code, trainId + 1);
|
||||
}
|
||||
res.releaseCallback();//解锁
|
||||
} else {
|
||||
//压制失败,更新排行榜进度等信息
|
||||
let progress = trainInstance.progress + addScore;
|
||||
guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete);
|
||||
res.releaseCallback();//解锁
|
||||
}
|
||||
} else {
|
||||
//玩家结算前已经完成进度,修改玩家的排名
|
||||
guildTrain = await GuildTrainModel.updateGuildTrain(code, trainId, { ranks });
|
||||
res.releaseCallback();//解锁
|
||||
}
|
||||
if (isComplete) {//解锁下一关,弹出礼包 // 1 true true 6Sjkgp(trainId, isComplete, needLockNext, code)
|
||||
let pushMessage = await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.GUILD_TRAIN_COUNT, 1, { trainId, code })
|
||||
await sendPopUpActivityData(code, serverId, pushMessage);
|
||||
}
|
||||
|
||||
await GuildTrainReportModel.pushGuildTrainReports(code, trainId, reports);//增加战报
|
||||
let { trainCount, trainRewards } = userGuild;
|
||||
let result: any = getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards);//战斗后更新练兵场信息
|
||||
result.battleGoods = goods;
|
||||
await addActive(roleId, serverId, GUILD_POINT_WAYS.TRAIN);
|
||||
|
||||
// 任务
|
||||
if (isSuccess) {
|
||||
await checkTask(roleId, sid, funcs, TASK_TYPE.GUILD_TRAIN_SUCESS, 1, true, {});
|
||||
}
|
||||
await checkTask(roleId, sid, funcs, TASK_TYPE.GUILD_TRAIN, 1, true, {});
|
||||
//成长任务
|
||||
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.GUILD_TRAIN, 1)
|
||||
|
||||
return resResult(STATUS.SUCCESS, result);
|
||||
}
|
||||
/**
|
||||
* 领取练兵场宝箱 hid:副本id,index:领取位置
|
||||
* @param msg
|
||||
* @param session
|
||||
*/
|
||||
async getTrainInstanceBox(msg: { trainId: number, hid: number, index: number }, session: BackendSession) {
|
||||
let { trainId, hid, index } = msg;
|
||||
const roleId: string = session.get('roleId');
|
||||
const serverId: number = parseInt(session.get('serverId'));
|
||||
const roleName: string = session.get('roleName');
|
||||
const sid = session.get('sid');
|
||||
let userGuild = await getUserGuild(roleId, serverId);
|
||||
if (!userGuild)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
const { guildCode: code } = userGuild;
|
||||
let { trainLv } = await GuildModel.findGuild(code, serverId, 'trainLv');
|
||||
let res: any = await lockData(serverId, DATA_NAME.TRAIN_BOX, code + '_' + trainId + '_' + index);//加锁
|
||||
if (!!res.err)
|
||||
return resResult(STATUS.REDLOCK_ERR);
|
||||
|
||||
let { shilianRewardRatio } = getTrainBaseByLv(trainLv);
|
||||
let { heroRewards, trainInstances } = getArmyTrainJuDian(trainId);
|
||||
let { progress } = findWhere(trainInstances, { hid });
|
||||
console.log('progress = ' + progress);
|
||||
let guildTrain = await GuildTrainModel.findTrainInstanceBoxByIndex(code, trainId, hid, progress);
|
||||
if (!guildTrain) {
|
||||
res.releaseCallback();//解锁
|
||||
return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
|
||||
}
|
||||
let trainInstance = findWhere(guildTrain.trainInstances, { hid });
|
||||
if (trainInstance.endTime < nowSeconds()) {
|
||||
//宝箱失效
|
||||
res.releaseCallback();//解锁
|
||||
return resResult(STATUS.GUILD_TRAIN_BOX_IS_OVER_TIME);
|
||||
}
|
||||
let trainBox = findWhere(trainInstance.trainBoxs, { index })
|
||||
if (!!trainBox) {
|
||||
res.releaseCallback();//解锁
|
||||
return resResult(STATUS.GUILD_TRAIN_BOX_INDEX_IS_GOT);
|
||||
}
|
||||
trainBox = findWhere(trainInstance.trainBoxs, { roleId })
|
||||
if (!!trainBox) {
|
||||
res.releaseCallback();//解锁
|
||||
return resResult(STATUS.GUILD_TRAIN_BOX_IS_GOT);
|
||||
}
|
||||
let good = getRandSingleEelm(heroRewards);
|
||||
good.count = Math.floor((100 + shilianRewardRatio) * good.count / 100);
|
||||
let goods = await addItems(roleId, roleName, sid, [good]);
|
||||
|
||||
let resGuildTrain = await GuildTrainModel.receiveBoxByIndex(code, roleId, trainId, hid, index, good);
|
||||
res.releaseCallback();//解锁
|
||||
|
||||
if (!resGuildTrain) {
|
||||
return resResult(STATUS.GUILD_GET_TRAIN_BOX_FAIL);
|
||||
}
|
||||
let result: any = getGuildTrainRewards(resGuildTrain);
|
||||
|
||||
result.goods = goods;
|
||||
return resResult(STATUS.SUCCESS, result);
|
||||
}
|
||||
/**
|
||||
* 领取练兵试炼等级奖励
|
||||
* @param msg
|
||||
* @param session
|
||||
*/
|
||||
async getTrainLvUpRewards(msg: { trainId: number }, session: BackendSession) {
|
||||
let { trainId } = msg;
|
||||
const roleId: string = session.get('roleId');
|
||||
const roleName: string = session.get('roleName');
|
||||
const sid: string = session.get('sid');
|
||||
const serverId: number = parseInt(session.get('serverId'));
|
||||
let userGuild = await getUserGuild(roleId, serverId);
|
||||
if (!userGuild)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
const { guildCode: code } = userGuild;
|
||||
let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
|
||||
if (!guildTrain || !guildTrain.isComplete)
|
||||
return resResult(STATUS.GUILD_TRAIN_IS_NOT_COMPLETE);
|
||||
let { jinjieReward } = getArmyTrainJuDian(trainId);
|
||||
if (userGuild.trainRewards.indexOf(trainId) != -1)
|
||||
return resResult(STATUS.GUILD_TRAIN_QUALITY_REWARD_IS_GOT);
|
||||
userGuild = await UserGuildModel.receiveTrainRewards(roleId, trainId);
|
||||
if (!userGuild) {
|
||||
return resResult(STATUS.INTERNAL_ERR);
|
||||
}
|
||||
let goods = await addItems(roleId, roleName, sid, jinjieReward);
|
||||
let { trainRewards } = userGuild;
|
||||
return resResult(STATUS.SUCCESS, { trainRewards, goods });
|
||||
}
|
||||
|
||||
//购买挑战次数
|
||||
async purchaseTrainCount(msg: { count: number }, session: BackendSession) {
|
||||
let { count } = msg;
|
||||
const roleId: string = session.get('roleId');
|
||||
const serverId: number = parseInt(session.get('serverId'));
|
||||
const sid: string = session.get('sid');
|
||||
let userGuild = await getUserGuild(roleId, serverId);
|
||||
if (!userGuild)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
if (userGuild.buyTrainCount >= ARMY.ARMY_TRAIN_BUYTIMES)
|
||||
return resResult(STATUS.GUILD_BUY_TRAIN_COUNT_REACH_MAX);
|
||||
let result = await handleCost(roleId, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count: ARMY.ARMY_TRAIN_TIMESCOST }]);
|
||||
if (!result)
|
||||
return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
|
||||
let { trainCount, buyTrainCount } = await UserGuildModel.addTrainCount(roleId, count);
|
||||
return resResult(STATUS.SUCCESS, { trainCount, buyTrainCount });
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,160 @@
|
||||
import { Application, BackendSession } from 'pinus';
|
||||
import { UserGuildModel } from '../../../db/UserGuild';
|
||||
import { GuildModel } from '../../../db/Guild';
|
||||
import { WishPoolReportModel } from '../../../db/WishPoolReport';
|
||||
import { resResult, genCode } from '../../../pubUtils/util';
|
||||
import { STATUS } from '../../../consts';
|
||||
import { getArmyWishPoolBaseByLv, getGoodById } from '../../../pubUtils/data';
|
||||
import { addItems, checkGoods } from '../../../services/rewardService';
|
||||
import { IT_TYPE } from '../../../consts/constModules/itemConst';
|
||||
import { GUILD_STRUCTURE } from '../../../consts/constModules/guildConst';
|
||||
import { getUserGuildWithRefActive, getWishPool } from '../../../services/guildService';
|
||||
import { findIndex, findWhere } from 'underscore';
|
||||
import { RoleModel } from '../../../db/Role';
|
||||
import { getRoleOnlineInfo } from '../../../services/redisService';
|
||||
import { ARMY } from '../../../pubUtils/dicParam';
|
||||
export default function(app: Application) {
|
||||
return new WishPoolHandler(app);
|
||||
}
|
||||
|
||||
export class WishPoolHandler {
|
||||
constructor(private app: Application) {
|
||||
|
||||
}
|
||||
|
||||
async getWishPool(msg: {}, session: BackendSession) {
|
||||
const roleId: string = session.get('roleId');
|
||||
let userGuild = await getUserGuildWithRefActive(roleId, 'wishDntCnt wishGoods guildCode');
|
||||
if (!userGuild)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
let res = await getWishPool(userGuild);
|
||||
return resResult(STATUS.SUCCESS, res);
|
||||
}
|
||||
|
||||
// 许愿
|
||||
async wishGoods(msg: {goodId: number, type: number}, session: BackendSession) {
|
||||
const { goodId, type } = msg;
|
||||
const roleId: string = session.get('roleId');
|
||||
const serverId: number = parseInt(session.get('serverId'));
|
||||
let count;
|
||||
let goodInfo = getGoodById(goodId)
|
||||
if (!goodInfo)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
if (!(goodInfo.itid == IT_TYPE.HERO_PIECE && type == 2 ) && !(goodInfo.itid == IT_TYPE.EQUIP_PIECE && type == 1 ))
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
let userGuild = await getUserGuildWithRefActive(roleId, ' wishDntCnt wishGoods guildCode wishGoods');
|
||||
if (!userGuild)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
let result = await checkGoods(roleId, [goodId]);
|
||||
if (!result) {
|
||||
if (goodInfo.itid == IT_TYPE.HERO_PIECE ) {
|
||||
result = await checkGoods(roleId, [goodInfo.hid]);
|
||||
if (!result)
|
||||
return resResult(STATUS.GUILD_WISH_POOL_NOT_OWN_HERO);
|
||||
} else if (goodInfo.itid == IT_TYPE.EQUIP_PIECE ) {
|
||||
result = await checkGoods(roleId, [goodInfo.equipId]);
|
||||
if (!result)
|
||||
return resResult(STATUS.GUILD_WISH_POOL_NOT_OWN_EQUIP);
|
||||
}
|
||||
}
|
||||
const { guildCode: code, wishGoods } = userGuild;
|
||||
let { structure } = await GuildModel.findGuild(code, serverId, 'structure');
|
||||
let { lv } = findWhere(structure, {id: GUILD_STRUCTURE.WISH_POOL});
|
||||
let { wishGoodsEquips, wishGoodsHeros } = getArmyWishPoolBaseByLv(lv);
|
||||
let len = 0;
|
||||
wishGoods.map(({type: resType})=>{
|
||||
if (resType == type)
|
||||
len++;
|
||||
});
|
||||
if (len >= ARMY.ARMY_WISH_TIMES) //今日已经许愿过
|
||||
return resResult(STATUS.HAS_REACH_WISH_COUNT_LIMIT);
|
||||
if (type == 1) {
|
||||
let wishGoodsEquip = findWhere(wishGoodsEquips, { quality: goodInfo.quality});
|
||||
if (!wishGoodsEquip)
|
||||
return resResult(STATUS.NOT_WISH_THE_QUALITY_GOODS);
|
||||
count = wishGoodsEquip.count;
|
||||
} else {
|
||||
let wishGoodsHero = findWhere(wishGoodsHeros, { quality: goodInfo.quality});
|
||||
if (!wishGoodsHero)
|
||||
return resResult(STATUS.NOT_WISH_THE_QUALITY_GOODS);
|
||||
count = wishGoodsHero.count;
|
||||
}
|
||||
const id = genCode(6);
|
||||
let { wishGoods: resWishGoods } = await UserGuildModel.pushAndUpdate(roleId, {}, { wishGoods: { type, goodId, count, receiveCnt: 0, drawCnt: 0, id, donateNames:[]} }, 'wishGoods');
|
||||
return resResult(STATUS.SUCCESS, { wishGoods: resWishGoods });
|
||||
}
|
||||
|
||||
// 捐赠
|
||||
async donateGoods(msg: {wishRoleId: string, id: string}, session: BackendSession) {
|
||||
let { wishRoleId, id } = msg;
|
||||
const dntRoleId: string = session.get('roleId');
|
||||
const dntRoleName: string = session.get('roleName');
|
||||
if (wishRoleId == dntRoleId)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
let role = await RoleModel.findByRoleId(wishRoleId);
|
||||
if (!role)
|
||||
return resResult(STATUS.WRONG_PARMS);//没有玩家
|
||||
let wishUserGuild = await getUserGuildWithRefActive(wishRoleId, ' wishDntCnt wishGoods guildCode');
|
||||
if (!wishUserGuild)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
const { guildCode: code, wishGoods } = wishUserGuild;
|
||||
let dntRoleGuild = await getUserGuildWithRefActive(dntRoleId, ' wishDntCnt wishGoods guildCode');
|
||||
if (!dntRoleGuild)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
if (dntRoleGuild.guildCode != code)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
if (dntRoleGuild.wishDntCnt >= ARMY.ARMY_WISH_HELP)
|
||||
return resResult(STATUS.HAS_REACH_WISH_DONATE_COUNT_LIMIT);
|
||||
let wishGood = findWhere(wishGoods, { id });
|
||||
if (!wishGood)
|
||||
return resResult(STATUS.WRONG_PARMS);//没有该许愿
|
||||
if (wishGood.receiveCnt >= wishGood.count)
|
||||
return resResult(STATUS.HAS_RECEIVE_WISH_GOOD);//已经收到
|
||||
let { wishDntCnt } = await UserGuildModel.donateGoods(dntRoleId, 1, 'wishDntCnt');
|
||||
let { wishGoods: resWishGoods } = await UserGuildModel.donateUpdate(wishRoleId, dntRoleName, id, 'wishGoods');
|
||||
|
||||
let hisOnlineInfo = await getRoleOnlineInfo(wishRoleId);
|
||||
if(hisOnlineInfo.isOnline && hisOnlineInfo.sid) {
|
||||
await addItems(wishRoleId, role.roleName, hisOnlineInfo.sid , [{ id : wishGood.goodId, count: 1 }]);
|
||||
this.app.channelService.pushMessageByUids('onWishGoodsRecive', resResult(STATUS.SUCCESS, { wishGoods: resWishGoods }), [{uid:wishRoleId, sid: hisOnlineInfo.sid}]);
|
||||
}
|
||||
await WishPoolReportModel.addReport(code, wishRoleId, role.roleName , dntRoleId, dntRoleName, wishGood.goodId, 1);
|
||||
return resResult(STATUS.SUCCESS, { wishDntCnt, updateWishGoods: resWishGoods.map(({type, goodId, count, receiveCnt, drawCnt, id})=>{
|
||||
return { type, goodId, count, receiveCnt, drawCnt, id, roleId: wishRoleId };
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
async receiveGoods(msg: { id: string }, session: BackendSession) {
|
||||
let { id } = msg;
|
||||
const roleId: string = session.get('roleId');
|
||||
const roleName: string = session.get('roleName');
|
||||
const sid: string = session.get('sid');
|
||||
let userGuild = await getUserGuildWithRefActive(roleId, 'wishDntCnt wishGoods guildCode');
|
||||
if (!userGuild)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
const { wishGoods } = userGuild;
|
||||
let index = findIndex(wishGoods, { id });
|
||||
if (index == -1)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
let { drawCnt, goodId } = wishGoods[index];
|
||||
if (drawCnt <= 0)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
wishGoods[index].drawCnt = 0;
|
||||
let result = await UserGuildModel.updateInfo(roleId, { wishGoods }, {});
|
||||
if (!result)
|
||||
resResult(STATUS.INTERNAL_ERR);
|
||||
let goods = await addItems(roleId, roleName, sid, [{ id : goodId, count: drawCnt }]);
|
||||
return resResult(STATUS.SUCCESS, { goods, wishGoods });
|
||||
}
|
||||
|
||||
async getReports(msg: {}, session: BackendSession) {
|
||||
const roleId: string = session.get('roleId');
|
||||
let userGuild = await getUserGuildWithRefActive(roleId, ' guildCode');
|
||||
if (!userGuild)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
const { guildCode: code } = userGuild;
|
||||
const reports = await WishPoolReportModel.getReportsByTime(code, 1);//获得今天的捐赠日报
|
||||
return resResult(STATUS.SUCCESS, { reports });
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user