炼器堂,练兵场,事件开启,redlock注释

This commit is contained in:
mamengke01
2021-02-24 15:13:46 +08:00
parent dd995e67eb
commit 0e933d1ec4
14 changed files with 157 additions and 85 deletions

View File

@@ -64,7 +64,7 @@ export class GuildTrainHandler {
trainReports.map(({ reports: resReports, trainId: resTrainId})=>{
if (resTrainId != trainId) {
let lenNum = resReports.length;
resReports = resReports.splice(lenNum - GUILD_REPORT_NUM - 1, GUILD_REPORT_NUM);
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);
});
@@ -79,7 +79,7 @@ export class GuildTrainHandler {
if (!userGuild)
return resResult(STATUS.WRONG_PARMS);
const { guildCode: code } = userGuild;
let guildTrains = await GuildTrainModel.findGuildTrain(code);
let guildTrains = await GuildTrainModel.findGuildTrain(code);//获得未失效的宝箱奖励
let resTrainBoxs = [];
guildTrains.forEach(({trainInstances, trainId}) =>{
let { trainInstances: instances } = getArmyTrainJuDian(trainId);
@@ -101,7 +101,11 @@ export class GuildTrainHandler {
})
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');
@@ -139,7 +143,11 @@ export class GuildTrainHandler {
}, 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');
@@ -160,14 +168,14 @@ export class GuildTrainHandler {
}
if (time < getCurHourPoint(REFRESH_HOUR) && nowSeconds() > getCurHourPoint(REFRESH_HOUR)) {
return resResult(STATUS.GUILD_TRAIN_IS_RESETED);//关卡已经重置
return resResult(STATUS.GUILD_TRAIN_IS_RESETED);//重置前进入战斗,重置后回调该接口
}
if (time > getHourPoint(REFRESH_HOUR)) {
userGuild = await UserGuildModel.updateInfo(roleId, {}, { trainCount: -1 });
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);
}, true);//设置战斗状态
let trainId = battleRecord.record.trainId;
let hid = battleRecord.record.hid;
@@ -187,31 +195,32 @@ export class GuildTrainHandler {
let { trainInstances, soloRewardRatio } = getArmyTrainJuDian(trainId);
let instance = findWhere(trainInstances, { hid });
if (!instance) {
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) {
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));
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: (isSuccess?trainSoloReward.failHonour:trainSoloReward.failHonour) * (soloRewardRatio + 100 ) / 100}]);
//是否压制
let { isComplete, ranks } = guildTrain;
let reports = [];
let index = findIndex(ranks, {roleId});
if (index !== -1) {
ranks[index].score += addScore;
ranks[index].score += addScore;//更新原有的排名信息
} else {
ranks.push({score: addScore, roleId});
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};//1表示普通战报 2表示系统战报即:被成功压制
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})=>{
@@ -225,28 +234,35 @@ export class GuildTrainHandler {
}
let progress = instance.progress;
guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete);
if (needLockNext) { //
if (needLockNext) {
//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 });
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
}
await GuildTrainReportModel.pushGuildTrainReports(code, trainId, reports);
await GuildTrainReportModel.pushGuildTrainReports(code, trainId, reports);//增加战报
let { trainCount, trainRewards } = userGuild;
let result:any = getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards);
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);
return resResult(STATUS.SUCCESS, result);
}
/**
* 领取练兵场宝箱 hid副本idindex: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');
@@ -273,6 +289,7 @@ export class GuildTrainHandler {
}
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);
}
@@ -301,7 +318,11 @@ export class GuildTrainHandler {
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');