炼器堂,练兵场,事件开启,redlock注释
This commit is contained in:
@@ -23,7 +23,11 @@ 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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@@ -36,7 +40,11 @@ export class GuildRefineHandler {
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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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@@ -50,6 +58,7 @@ export class GuildRefineHandler {
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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) {
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if (scienceTree.endTime < nowSeconds()) {
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let developConsume = getArmyDevelopConsumeById(scienceTree.id);
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@@ -67,7 +76,11 @@ export class GuildRefineHandler {
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let goods = await addItems(roleId, roleName, sid, [{id: pid, count: 1}]);
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return resResult(STATUS.SUCCESS, { goods });
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}
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/**
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* 点亮科技树
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* @param msg
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* @param session
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*/
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async lightUpTree(msg: {id: number}, session: BackendSession) {
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let { id } = msg;
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const roleId: string = session.get('roleId');
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@@ -87,23 +100,25 @@ export class GuildRefineHandler {
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let guildRefine = await GuildRefineModel.getRefine(code);
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let nowTime = nowSeconds();
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for (let scienceTree of guildRefine.scienceTrees) {
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if (scienceTree.id == id) {
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if (scienceTree.id == id) {//检查是否点亮过
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res.releaseCallback();
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return resResult(STATUS.GUILD_LIGHT_UP_THE_SCIENCETREE);
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}
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if (scienceTree.endTime > nowTime) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_SCIENCETREE_IS_RUNNING);
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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
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}
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}
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for (let prePosition of developConsume.prePositions) {
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let scienceTree = findWhere(guildRefine.scienceTrees, {id: prePosition});
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if (!scienceTree||scienceTree.endTime > nowTime) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT);
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return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT);//前置科技树未点亮
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}
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}
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//点亮消耗
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const costResult = await GuildModel.costFund(code, developConsume.fundConsume);
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if(!costResult) {
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res.releaseCallback();
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@@ -114,7 +129,11 @@ export class GuildRefineHandler {
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res.releaseCallback();
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return resResult(STATUS.SUCCESS, { scienceTrees });
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}
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/**
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* 协助点亮科技树
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* @param msg
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* @param session
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*/
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async assistRefine(msg: {id: number}, session: BackendSession) {
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let { id } = msg;
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const roleId: string = session.get('roleId');
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@@ -137,11 +156,11 @@ export class GuildRefineHandler {
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let scienceTree = guildRefine.scienceTrees[index];
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if (scienceTree.assistRoleIds.indexOf(roleId) != -1) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_IS_ASSISTED_SCIENCETREE);
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return resResult(STATUS.GUILD_IS_ASSISTED_SCIENCETREE); //玩家已经协助过
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}
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if (scienceTree.assistRoleIds.length >= ARMY.ARMY_DEVELOPMENT_SPEEDTMES) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_REACH_MAX_ASSIST_COUNT);
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return resResult(STATUS.GUILD_REACH_MAX_ASSIST_COUNT); //协助的人数已经达到最大
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}
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let result = await handleCost(roleId, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count: ARMY.ARMY_DEVELOPMENT_SPEEDCOST}]);
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if (!result) {
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@@ -64,7 +64,7 @@ export class GuildTrainHandler {
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trainReports.map(({ reports: resReports, trainId: resTrainId})=>{
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if (resTrainId != trainId) {
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let lenNum = resReports.length;
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resReports = resReports.splice(lenNum - GUILD_REPORT_NUM - 1, GUILD_REPORT_NUM);
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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
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}
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reports.push(...resReports);
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});
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@@ -79,7 +79,7 @@ export class GuildTrainHandler {
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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 guildTrains = await GuildTrainModel.findGuildTrain(code);
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let guildTrains = await GuildTrainModel.findGuildTrain(code);//获得未失效的宝箱奖励
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let resTrainBoxs = [];
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guildTrains.forEach(({trainInstances, trainId}) =>{
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let { trainInstances: instances } = getArmyTrainJuDian(trainId);
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@@ -101,7 +101,11 @@ export class GuildTrainHandler {
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})
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return resResult(STATUS.SUCCESS, {trainBoxRewards: resTrainBoxs});
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}
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/**
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* 挑战练兵副本
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* @param msg
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* @param session
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*/
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async trainBattleStart(msg: { hid: number, trainId: number, difficulty: number }, session: BackendSession) {
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const { hid, difficulty, trainId } = msg;
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const roleId = session.get('roleId');
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@@ -139,7 +143,11 @@ export class GuildTrainHandler {
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}, true);
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return resResult(STATUS.SUCCESS, { battleCode });
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}
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/**
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* 战斗结算
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* @param msg
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* @param session
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*/
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async trainBattleEnd(msg: { battleCode: string, isSuccess: boolean}, session: BackendSession) {
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const { battleCode, isSuccess } = msg;
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const roleId: string = session.get('roleId');
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@@ -160,14 +168,14 @@ export class GuildTrainHandler {
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}
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if (time < getCurHourPoint(REFRESH_HOUR) && nowSeconds() > getCurHourPoint(REFRESH_HOUR)) {
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return resResult(STATUS.GUILD_TRAIN_IS_RESETED);//关卡已经重置
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return resResult(STATUS.GUILD_TRAIN_IS_RESETED);//重置前进入战斗,重置后回调该接口
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}
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if (time > getHourPoint(REFRESH_HOUR)) {
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userGuild = await UserGuildModel.updateInfo(roleId, {}, { trainCount: -1 });
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userGuild = await UserGuildModel.updateInfo(roleId, {}, { trainCount: -1 });//扣除一次挑战次数
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}
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await BattleRecordModel.updateBattleRecordByCode(battleCode, {
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$set: { status: isSuccess?1:2 }
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}, true);
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}, true);//设置战斗状态
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let trainId = battleRecord.record.trainId;
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let hid = battleRecord.record.hid;
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@@ -187,31 +195,32 @@ export class GuildTrainHandler {
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let { trainInstances, soloRewardRatio } = getArmyTrainJuDian(trainId);
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let instance = findWhere(trainInstances, { hid });
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if (!instance) {
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if (!instance) {//校验是否存在该关卡
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res.releaseCallback();//解锁
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return resResult(STATUS.WRONG_PARMS);
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}
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let trainSoloReward = getTrainSoloReward(battleRecord.record.difficulty);
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if (!trainSoloReward) {
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if (!trainSoloReward) {//获得个人奖励信息
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res.releaseCallback();//解锁
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return resResult(STATUS.WRONG_PARMS);
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}
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let addScore = Math.floor((isSuccess?trainSoloReward.winScore:trainSoloReward.failScore));
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let addScore = Math.floor((isSuccess?trainSoloReward.winScore:trainSoloReward.failScore));//个人获得积分,也是压制进度
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//个人功勋奖励
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let goods = await addItems(roleId, roleName, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.HONOUR), count: (isSuccess?trainSoloReward.failHonour:trainSoloReward.failHonour) * (soloRewardRatio + 100 ) / 100}]);
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//是否压制
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let { isComplete, ranks } = guildTrain;
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let reports = [];
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let index = findIndex(ranks, {roleId});
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if (index !== -1) {
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ranks[index].score += addScore;
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ranks[index].score += addScore;//更新原有的排名信息
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} else {
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ranks.push({score: addScore, roleId});
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ranks.push({score: addScore, roleId});//新增排名
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}
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let needLockNext = false;
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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
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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
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reports.push(report);
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if (trainInstance.progress < instance.progress ) {
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if (trainInstance.progress + addScore >= instance.progress) {
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//压制成功
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if (!isComplete) {
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isComplete = true;
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guildTrain.trainInstances.forEach(({hid: otherHid, progress})=>{
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@@ -225,28 +234,35 @@ export class GuildTrainHandler {
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}
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let progress = instance.progress;
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guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete);
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if (needLockNext) { //
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if (needLockNext) {
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//type 1:失败, 2:成功,3:表示系统战报即:被成功压制
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reports.push({ type: 3, time:nowSeconds(), score: addScore, roleName, trainId, hid, difficulty: battleRecord.record.difficulty });
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guildTrain = await unlockTrain(code, trainId + 1);
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}
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res.releaseCallback();//解锁
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} else {
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//压制失败,更新排行榜进度等信息
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let progress = trainInstance.progress + addScore;
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guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete);
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res.releaseCallback();//解锁
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}
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} else {
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//玩家结算前已经完成进度,修改玩家的排名
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guildTrain = await GuildTrainModel.updateGuildTrain(code, trainId, { ranks});
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res.releaseCallback();//解锁
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}
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await GuildTrainReportModel.pushGuildTrainReports(code, trainId, reports);
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await GuildTrainReportModel.pushGuildTrainReports(code, trainId, reports);//增加战报
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let { trainCount, trainRewards } = userGuild;
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let result:any = getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards);
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let result:any = getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards);//战斗后更新练兵场信息
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result.battleGoods = goods;
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await addActive(roleId, serverId, GUILD_POINT_WAYS.TRAIN);
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return resResult(STATUS.SUCCESS, result);
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}
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/**
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* 领取练兵场宝箱 hid:副本id,index:领取位置
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* @param msg
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* @param session
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*/
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async getTrainInstanceBox(msg: { trainId: number , hid: number, index: number}, session: BackendSession) {
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let { trainId, hid, index } = msg;
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const roleId: string = session.get('roleId');
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@@ -273,6 +289,7 @@ export class GuildTrainHandler {
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}
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let trainInstance = findWhere(guildTrain.trainInstances, { hid });
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if (trainInstance.endTime < nowSeconds()) {
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//宝箱失效
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res.releaseCallback();//解锁
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return resResult(STATUS.GUILD_TRAIN_BOX_IS_OVER_TIME);
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}
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@@ -301,7 +318,11 @@ export class GuildTrainHandler {
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result.goods = goods;
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return resResult(STATUS.SUCCESS, result);
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}
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/**
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* 领取练兵试炼等级奖励
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* @param msg
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* @param session
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*/
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async getTrainLvUpRewards(msg: {trainId: number }, session: BackendSession) {
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let { trainId } = msg;
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const roleId: string = session.get('roleId');
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@@ -107,9 +107,9 @@ export class MailHandler {
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let mailRewards = await MailModel.findRewardsMails(roleId);
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let { mailGoods: goods, mailIds, groupMailIds} = await this.app.rpc.gm.gmRemote.getUseMails.toServer('gm-server-1', serverId, groupMailRewards, mailRewards);
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mailGoods = goods;
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if (!!groupMailIds.length)
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if (!!groupMailIds.length) //领取群体邮件
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mails = await GroupMailModel.updateMailStatus(groupMailIds, MAIL_STATUS.RECEIVED, roleId);
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if (!!mailIds.length)
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if (!!mailIds.length) //领取单个邮件
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mails = await MailModel.updateMailStatus(mailIds, MAIL_STATUS.RECEIVED);
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}
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let resGoods = [];
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@@ -1,10 +1,9 @@
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import { BackendSession, FrontendSession, pinus } from "pinus";
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import { getGamedata } from "../pubUtils/gamedata";
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import { RoleModel } from "../db/Role";
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import { resResult } from "../pubUtils/util";
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import { STATUS, FUNC_OPT_TYPE } from "../consts";
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import { eventOnPlayerLvUp } from '../services/playerEventService';
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import { checkesetTrain } from '../services/guildTrainService';
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import { checkResetTrain } from '../services/guildTrainService';
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import { getUserGuildWithRefActive } from '../services/guildService';
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// 开启功能
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export async function switchOnFunc(roleId: string, type: number, param: number, session: (BackendSession|FrontendSession)) {
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@@ -14,10 +13,10 @@ export async function switchOnFunc(roleId: string, type: number, param: number,
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let addFuncs = new Array<number>();
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switch (type) {
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case FUNC_OPT_TYPE.LEVEL_UP:
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case FUNC_OPT_TYPE.LEVEL_UP://等级提升,触发事件
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await eventOnPlayerLvUp(roleId, param, addFuncs, dataFuncs);
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break;
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case FUNC_OPT_TYPE.BATTLE_END:
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case FUNC_OPT_TYPE.BATTLE_END://战斗结束,触发事件
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//开启奇遇
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break;
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}
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@@ -32,9 +31,13 @@ export async function switchOnFunc(roleId: string, type: number, param: number,
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return recs;
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}
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}
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/**
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* 登录检查刷新
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* @param role
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* @param session
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*/
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export async function chackFunOpenWhenLogin(role: any, session: BackendSession|FrontendSession) {
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await switchOnFunc(role.roleId, FUNC_OPT_TYPE.LEVEL_UP, role.lv, session);
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await checkesetTrain(role.roleId, role.serverId);
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await checkResetTrain(role.roleId, role.serverId);
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await getUserGuildWithRefActive(role.roleId, '', true)
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}
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@@ -1,10 +1,15 @@
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import { getArmyDevelopConsume } from '../pubUtils/data';
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import { ScienceTree, GuildRefineModel } from '../db/GuildRefine';
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/**
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* 开启符合条件的科技树
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* @param code
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*/
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export async function openGuildRefine(code: string) {
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let developConsumes = getArmyDevelopConsume();
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let scienceTrees = new Array<ScienceTree>();
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developConsumes.forEach(developConsume=>{
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if (developConsume.fundConsume == 0 && developConsume.timeConsume == 0) {
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//无前置条件,无研发时间的科技树直接可以点亮
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let scienceTree = new ScienceTree();
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scienceTree.id = developConsume.id;
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scienceTree.endTime = 0
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@@ -1,7 +1,7 @@
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import { UserGuildModel } from '../db/UserGuild';
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import { getArmyTrainJuDian, getTrainBaseByLv } from '../pubUtils/data';
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import { nowSeconds, getHourPoint } from '../pubUtils/timeUtil';
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import { GUILD_REPORT_NUM, REFRESH_HOUR, GUILD_STRUCTURE } from '../consts/constModules/guildConst';
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import { REFRESH_HOUR, GUILD_STRUCTURE } from '../consts/constModules/guildConst';
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import { GuildTrainType, GuildTrainModel, TrainInstance } from '../db/GuildTrain';
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import { GuildModel } from '../db/Guild';
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import { findWhere } from 'underscore';
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@@ -10,20 +10,23 @@ import { lockData } from './redLockService';
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import { pinus } from 'pinus';
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import { MailModel, MailType } from '../db/Mail';
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import { getRandomByLen, resResult } from '../pubUtils/util';
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import { getRedis } from './redisService';
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import { STATUS } from '../consts/statusCode';
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import { GuildTrainReportModel } from '../db/GuildTrainReport';
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import { DATA_NAME } from '../consts/dataName';
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import { getMailContent } from './mailService';
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import { MAIL_TYPE } from '../consts';
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/**
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* 获得userGuild,并检查,是否需要每日重置购买挑战次数和今日挑战次数,已经检查是否需要每周重置练兵场
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* @param roleId
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* @param serverId
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*/
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export async function getUserGuild(roleId: string, serverId: number) {
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let userGuild = await UserGuildModel.getMyGuild(roleId,'trainCount trainTime trainRewards guildCode buyTrainCount');
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if (!userGuild)
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return;
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let { trainCount, trainTime, buyTrainCount, guildCode} = userGuild;
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await resetTrain(guildCode, serverId);
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if (trainTime < getHourPoint(REFRESH_HOUR)) {
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await resetTrain(guildCode, serverId);//检查重置练兵场
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if (trainTime < getHourPoint(REFRESH_HOUR)) {//重置挑战次数和购买次数
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||||
trainCount = ARMY.ARMY_TRAIN_BUYTIMES;
|
||||
buyTrainCount = 0;
|
||||
userGuild = await UserGuildModel.updateInfo(roleId, {trainCount, trainTime: nowSeconds(), buyTrainCount}, {});
|
||||
@@ -32,25 +35,10 @@ export async function getUserGuild(roleId: string, serverId: number) {
|
||||
return userGuild;
|
||||
}
|
||||
|
||||
export async function recordUserGuild(roleId: string, code: string) {
|
||||
let userGuild = await UserGuildModel.getMyGuild(roleId,'trainCount trainTime trainRewards');
|
||||
if (!userGuild||userGuild.guildCode != code)
|
||||
return;
|
||||
let { trainCount, trainTime} = userGuild;
|
||||
if (trainTime < getHourPoint(REFRESH_HOUR)) {
|
||||
trainCount = 0;
|
||||
}
|
||||
userGuild = await UserGuildModel.updateInfo(roleId, {trainCount, trainTime: nowSeconds()}, {});
|
||||
return userGuild;
|
||||
}
|
||||
|
||||
export function getGuildTrain (guildTrains, trainCount:number, trainRewards: Array<number>) {
|
||||
let list = guildTrains.map(({trainId, isComplete})=>{
|
||||
return ({trainId, isComplete, });
|
||||
});
|
||||
return { list, trainCount, trainRewards};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获得未失效的试炼宝箱奖励
|
||||
* @param guildTrain
|
||||
*/
|
||||
export function getGuildTrainRewards (guildTrain) {
|
||||
let { trainInstances: instances } = getArmyTrainJuDian(guildTrain.trainId);
|
||||
let trainBoxs = guildTrain.trainInstances.map(({hid, trainBoxs, endTime})=>{
|
||||
@@ -62,7 +50,13 @@ export function getGuildTrainRewards (guildTrain) {
|
||||
})
|
||||
return { trainBoxs };
|
||||
}
|
||||
|
||||
/**
|
||||
* 获得练兵场封装信息 练兵场关卡进度,排行榜,挑战次数,和练兵场升级奖励
|
||||
* @param guildTrain
|
||||
* @param roleId
|
||||
* @param trainCount
|
||||
* @param trainRewards
|
||||
*/
|
||||
export function getGuildTrainInfo (guildTrain: GuildTrainType, roleId: string, trainCount:number, trainRewards: Array<number>) {
|
||||
let { trainId, isComplete, trainInstances, ranks } = guildTrain;
|
||||
|
||||
@@ -87,7 +81,11 @@ export function getGuildTrainInfo (guildTrain: GuildTrainType, roleId: string,
|
||||
|
||||
return { guildTrain: resGuildTrain, trainCount, trainRewards};
|
||||
}
|
||||
|
||||
/**
|
||||
* 解锁试炼trainId
|
||||
* @param code
|
||||
* @param trainId
|
||||
*/
|
||||
export async function unlockTrain(code: string, trainId: number) {
|
||||
let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
|
||||
if (!!guildTrain) {
|
||||
@@ -110,7 +108,11 @@ export async function unlockTrain(code: string, trainId: number) {
|
||||
|
||||
return guildTrain;
|
||||
}
|
||||
|
||||
/**
|
||||
* 重置练兵场
|
||||
* @param code
|
||||
* @param serverId
|
||||
*/
|
||||
export async function resetTrain(code: string, serverId: number) {
|
||||
let res:any = await lockData(serverId, DATA_NAME.GUILD, code);//加锁
|
||||
if (!!res.err)
|
||||
@@ -118,17 +120,16 @@ export async function resetTrain(code: string, serverId: number) {
|
||||
let { structure } = await GuildModel.findGuild(code, serverId, 'structure');
|
||||
let { lv } = findWhere(structure, {id: GUILD_STRUCTURE.TRAIN});
|
||||
let guild = await GuildModel.resetGuildTrain(code, serverId, lv);
|
||||
if (!guild) {
|
||||
res.releaseCallback();//解锁
|
||||
if (!guild) {//不满足重置条件,结束并解锁
|
||||
return;
|
||||
}
|
||||
res.releaseCallback();//解锁
|
||||
const userGuildList = await UserGuildModel.getListByGuild(code, 'trainRewards', {});
|
||||
const guildTrains = await GuildTrainModel.getGuildTrainBoxs(code);
|
||||
let mails = new Array<MailType>();
|
||||
let pushMessage = [];
|
||||
let { shilianRewardRatio } = getTrainBaseByLv(GUILD_STRUCTURE.TRAIN);
|
||||
|
||||
//结算未领取的宝箱奖励发送到邮件中
|
||||
userGuildList.forEach(async function ({roleId, trainRewards}) {
|
||||
let goods = [];
|
||||
guildTrains.forEach(guildTrain=>{
|
||||
@@ -155,14 +156,18 @@ export async function resetTrain(code: string, serverId: number) {
|
||||
await MailModel.addMails(mails);
|
||||
pushMessage.forEach(({route, data, uids })=>{
|
||||
pinus.app.channelService.pushMessageByUids(route, resResult(STATUS.SUCCESS, { mails:data }), uids);
|
||||
pinus.app.channelService.pushMessageByUids('onGuildTainReset', resResult(STATUS.SUCCESS, {}), uids);
|
||||
pinus.app.channelService.pushMessageByUids('onGuildTainReset', resResult(STATUS.SUCCESS, {}), uids);//通知在线玩家练兵场重置,
|
||||
});
|
||||
await GuildTrainModel.resetGuildTrain(code);
|
||||
await unlockTrain(code, 1);
|
||||
await UserGuildModel.resetTrainUserGuild(code);
|
||||
await GuildTrainModel.resetGuildTrain(code);//将开启的练兵场锁定
|
||||
await unlockTrain(code, 1);//开启练兵场1级
|
||||
await UserGuildModel.resetTrainUserGuild(code);//重置玩家的挑战次数和购买挑战次数
|
||||
}
|
||||
|
||||
export async function checkesetTrain(roleId: string, serverId: number) {
|
||||
/**
|
||||
* 检查并重置试炼
|
||||
* @param roleId
|
||||
* @param serverId
|
||||
*/
|
||||
export async function checkResetTrain(roleId: string, serverId: number) {
|
||||
let userGuild = await UserGuildModel.getMyGuild(roleId,'guildCode');
|
||||
if (!userGuild)
|
||||
return;
|
||||
@@ -177,5 +182,4 @@ export async function checkesetTrain(roleId: string, serverId: number) {
|
||||
*/
|
||||
export async function removeTrainRank(guildCode: string, roleId: string, trainId: number) {
|
||||
await GuildTrainModel.removeTrainRank(guildCode, roleId, trainId);
|
||||
|
||||
}
|
||||
@@ -3,7 +3,13 @@ import { checkPvp, findPvpDefByRoleId } from '../services/pvpService'
|
||||
import { getFuncsSwitch } from '../pubUtils/data';
|
||||
import { FUNCS_ID, FUNC_OPT_TYPE } from '../consts/constModules/sysConst';
|
||||
import { RoleModel } from '../db/Role';
|
||||
|
||||
/**
|
||||
* 等级提升触发事件
|
||||
* @param roleId
|
||||
* @param lv
|
||||
* @param addFuncs
|
||||
* @param dataFuncs
|
||||
*/
|
||||
export async function eventOnPlayerLvUp(roleId: string, lv: number, addFuncs: Array<number>, dataFuncs: Array<number>) {
|
||||
|
||||
if (!dataFuncs.includes(FUNCS_ID.PVP)) {//开启pvp
|
||||
|
||||
@@ -9,18 +9,23 @@ interface UserCache {
|
||||
var userCacheMap = new Map<string, UserCache>();
|
||||
|
||||
export function init() {
|
||||
scheduleJob("0/5 * * * * *", clearDirtyData, {name:'clearDirtyData'});
|
||||
scheduleJob("0/5 * * * * *", clearDirtyData, {name:'clearDirtyData'});//每个5秒钟,释放redis锁
|
||||
}
|
||||
|
||||
/**
|
||||
* 释放锁
|
||||
*/
|
||||
export function clearDirtyData() {
|
||||
userCacheMap.forEach(function(userCache, key) {
|
||||
if(nowSeconds() > userCache.time + 10){
|
||||
console.log('show lock =' + JSON.stringify(userCache.lock));
|
||||
userCacheMap.delete(key);
|
||||
releaseLock(key);
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据key解锁
|
||||
* @param lockKey
|
||||
*/
|
||||
export function releaseLock(lockKey: string) {
|
||||
var userCache = userCacheMap.get(lockKey);
|
||||
if (!!userCache && userCache.lock){
|
||||
|
||||
@@ -177,7 +177,7 @@ export const STATUS = {
|
||||
GUILD_LIGHT_UP_THE_SCIENCETREE: { code: 20964, simStr: '军团已经点亮此科技' },
|
||||
GUILD_SCIENCETREE_IS_RUNNING: { code: 20965, simStr: '军团正在进行研发,不能点亮' },
|
||||
GUILD_IS_ASSISTED_SCIENCETREE: { code: 20966, simStr: '玩家已经协助过该科技树' },
|
||||
GUILD_REACH_MAX_ASSIST_COUNT: { code: 20967, simStr: '已经达到协助的最大次数' },
|
||||
GUILD_REACH_MAX_ASSIST_COUNT: { code: 20967, simStr: '协助的人数已经达到最大' },
|
||||
GUILD_TRAIN_IS_NOT_COMPLETE: { code: 20968, simStr: '军团该训练场没有完成' },
|
||||
GUILD_TRAIN_QUALITY_REWARD_IS_GOT: { code: 20969, simStr: '军团训练进阶奖励已经领取' },
|
||||
GUILD_PERSITION_TREE_NOT_LIGHT: { code: 20970, simStr: '军团前置科技树未研发' },
|
||||
|
||||
@@ -3,14 +3,15 @@ import { getModelForClass, prop, DocumentType } from '@typegoose/typegoose';
|
||||
import { nowSeconds } from '../pubUtils/timeUtil';
|
||||
|
||||
class RewardInter {
|
||||
@prop({ required: true })
|
||||
id: number;
|
||||
@prop({ required: true })
|
||||
count: number;
|
||||
}
|
||||
|
||||
class SendRole {
|
||||
@prop({ required: true })
|
||||
roleId: string;
|
||||
@prop({ required: true })
|
||||
status: number;
|
||||
}
|
||||
|
||||
export default class GMMail extends BaseModel {
|
||||
|
||||
@@ -5,7 +5,9 @@ import { MAIL_STATUS, MAIL_TYPE } from '../consts/constModules/mailConst';
|
||||
import { findWhere } from 'underscore';
|
||||
const { ObjectId } = mongoose.Types;
|
||||
class RewardInter {
|
||||
@prop({ required: true })
|
||||
id: number;
|
||||
@prop({ required: true })
|
||||
count: number;
|
||||
}
|
||||
class SendRole {
|
||||
|
||||
@@ -212,7 +212,13 @@ export default class Guild extends BaseModel {
|
||||
const result = await GuildModel.findOneAndUpdate({ members: { $elemMatch: { $eq: roleId } }, status: GUILD_STATUS.RUNNING}, {$inc: {guildCe: inc}}, {new: true}).lean({getters: true});
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 每周一,5点刷新,若满足刷新条件,则重置试炼等级并返回
|
||||
* @param code
|
||||
* @param serverId
|
||||
* @param trainLv
|
||||
* @param lean
|
||||
*/
|
||||
public static async resetGuildTrain(code: string, serverId: number, trainLv: number, lean = true) {
|
||||
const time = getCurWeekTime(1, 5);//每周一,5点刷新
|
||||
const result = await GuildModel.findOneAndUpdate({ code, status: GUILD_STATUS.RUNNING, serverId, resetTrainTime:{$ne:time}},{$set: {trainId: 1, resetTrainTime: time, trainLv}}, {new: true}).lean(lean);
|
||||
|
||||
@@ -15,7 +15,7 @@ class Report {
|
||||
@prop({ required: true })
|
||||
difficulty: number;
|
||||
@prop({ required: true })
|
||||
type: number;//1表示普通战报, 2表示系统战报即:被成功压制
|
||||
type: number;//1:失败, 2:成功,3:表示系统战报即:被成功压制
|
||||
}
|
||||
@index({guildCode: 1, trainId: 1})
|
||||
|
||||
|
||||
@@ -34,7 +34,7 @@ export default class Mail extends BaseModel {
|
||||
status: number;
|
||||
|
||||
@prop({ required: true })
|
||||
mailTemType: number; //1:表示模板邮件,2:表示系统邮件
|
||||
mailTemType: number; //1:表示从gm下发的邮件,2:表示系统邮件
|
||||
|
||||
@prop({ required: true })
|
||||
sendName: string;
|
||||
|
||||
Reference in New Issue
Block a user