演武台:鼓舞,次数限制,掉落修改,结构修改

This commit is contained in:
luying
2021-09-23 20:17:22 +08:00
parent 15dc3029d9
commit 1501630d47
13 changed files with 403 additions and 281 deletions

View File

@@ -4,18 +4,22 @@ import { STATUS, TASK_TYPE } from '../../../consts';
import { BossInstanceModel } from '../../../db/BossInstance';
import { BattleRecordModel } from '../../../db/BattleRecord';
import { nowSeconds, getZeroPoint } from '../../../pubUtils/timeUtil';
import { getBossInstanceInfo, bossResult, checkBossBattleMemberExists, pushBossHpMessage, getBossInstanceWhenEnd, addBossInstance } from '../../../services/guildBossService';
import { getBossInstanceInfo, checkBossResult, checkBossBattleMemberExists, pushBossHpMessage, addBossInstance, refreshUserGuildOfBoss, refreshGuildOfBoss } from '../../../services/guildBossService';
import { findWhere } from 'underscore'
import { GUILD_STRUCTURE, GUILD_BOSS_STATUS, GUILD_POINT_WAYS } from '../../../consts/constModules/guildConst';
import { DATA_NAME } from '../../../consts/dataName';
import { UserGuildModel } from '../../../db/UserGuild';
import { addActive } from '../../../services/guildService';
import { GuildModel } from '../../../db/Guild';
import { getBossByLv } from '../../../pubUtils/data';
import { gameData, getBossByLv } from '../../../pubUtils/data';
import { lockData } from '../../../services/redLockService';
import { pushGuildBossSucMsg, getGuildChannelSid } from '../../../services/chatService';
import { checkTask } from '../../../services/taskService';
import { guildInter } from '../../../pubUtils/interface';
import { addItems, handleCost } from '../../../services/rewardService';
import * as dicParam from '../../../pubUtils/dicParam';
import { getGoldObject } from '../../../pubUtils/itemUtils';
import { RoleModel } from '../../../db/Role';
export default function (app: Application) {
new HandlerService(app, {});
@@ -26,6 +30,196 @@ export class GuildHandler {
constructor(private app: Application) {
}
// 获得boss关卡
async getBossInstance(msg: guildInter & {}, session: BackendSession) {
const roleId: string = session.get('roleId');
let { myUserGuild: userGuild } = msg;
const { guildCode: code } = userGuild;
let result = await getBossInstanceInfo(code, roleId, userGuild);
return resResult(STATUS.SUCCESS, result);
}
//开启演武场
async openBossInstance(msg: guildInter & {}, session: BackendSession) {
const serverId: number = parseInt(session.get('serverId'));
const { myUserGuild: userGuild } = msg;
const { guildCode: code } = userGuild;
let res: any = await lockData(serverId, DATA_NAME.BOSS_SCRIPT, code);//加锁
if (!!res.err)
return resResult(STATUS.REDLOCK_ERR);
const guild = await GuildModel.findByCode(code, serverId, 'lv structure');
if (!guild) {
res.releaseCallback();
return resResult(STATUS.GUILD_NOT_FOUND);
}
const { structure } = guild;
const curStructure = structure.find(cur => cur.id == GUILD_STRUCTURE.BOSS);
if (!curStructure) {
res.releaseCallback();
return resResult(STATUS.GUILD_STRUCTURE_NOT_FOUND);
}
let bossBase = getBossByLv(curStructure.lv);
let { bossHp, warId } = getRandSingleEelm(bossBase.wars);
let resGuild = await GuildModel.costFund(code, bossBase.opencost);
if (!resGuild) {
res.releaseCallback();
return resResult(STATUS.GUILD_FUND_NOT_ENOUGH);
}
let bossInstance = await BossInstanceModel.findBossInstance(code);
if (!!bossInstance && bossInstance.status == GUILD_BOSS_STATUS.OPEN) {
res.releaseCallback();
return resResult(STATUS.GUILD_SCRIPT_IS_OPENED_TODAY);
}
// 每天开启一次
let { leaderOpenCnt } = await refreshGuildOfBoss(guild);
if(leaderOpenCnt >= dicParam.GUILD_BOSS.GUILD_BOSS_OPEN_COUNT) {
res.releaseCallback();
return resResult(STATUS.GUILD_SCRIPT_IS_OPENED_TODAY);
}
leaderOpenCnt = (await refreshGuildOfBoss(guild, 1)).leaderOpenCnt;
let { myChallengeCnt } = await refreshUserGuildOfBoss(userGuild);
await BossInstanceModel.openBossInstance(code, bossHp, warId, bossBase.bossLevel);
res.releaseCallback();
let result = { warId, ranks: [], myRank: {}, bossHp, status: 3, bossLv: bossBase.bossLevel, leaderOpenCnt };
let chatSid = await getGuildChannelSid(code);
pinus.app.rpc.chat.guildRemote.pushBossOpen.toServer(chatSid, code, warId, bossHp, result.status);
return resResult(STATUS.SUCCESS, {...result, leaderOpenCnt, myChallengeCnt});
}
async battleBoss(msg: guildInter & {}, session: BackendSession) {
const roleId: string = session.get('roleId');
const roleName: string = session.get('roleName');
const { myUserGuild: userGuild } = msg;
const { guildCode } = userGuild;
let bossInstance = await BossInstanceModel.findBossInstance(guildCode);
if (!bossInstance)
return resResult(STATUS.GUILD_SCRIPT_NOT_OPENED);
if (bossInstance.bossHp <= 0)
return resResult(STATUS.GUILD_SCRIPT_IS_COMPLETE);
let myRank = findWhere(bossInstance.ranks, { roleId });
if (!!myRank && myRank.time > getZeroPoint())
return resResult(STATUS.GUILD_SCRIPT_IS_BATTLED);
let { code: bossCode, warId, ranks, bossHp } = bossInstance;
const battleCode = genCode(8); // 关卡唯一值
await BattleRecordModel.updateBattleRecordByCode(battleCode, {
$set: {
roleId, roleName, battleId: warId,
status: 0,
record: { heroes: [], bossInstanceCode: bossCode, bossHp: bossHp },
}
}, true);
const serverId: number = parseInt(session.get('serverId'));
await addBossInstance(guildCode, serverId, roleId);
if (!findWhere(ranks, { roleId })) {
await BossInstanceModel.pushRanks(bossCode, { roleId, score: 0, time: nowSeconds(), job: userGuild.job });
} else {
await BossInstanceModel.updateRank(bossCode, roleId);
}
let { myChallengeCnt } = await refreshUserGuildOfBoss(userGuild, 0, 1);
return resResult(STATUS.SUCCESS, { battleCode, bossCode: bossInstance.code, myChallengeCnt });
}
async action(msg: guildInter & { bossCode: string, damage: number, battleCode: string }, session: BackendSession) {
const { battleCode, damage, myUserGuild: userGuild, bossCode } = msg;
const roleId: string = session.get('roleId');
const roleName: string = session.get('roleName');
const serverId: number = parseInt(session.get('serverId'));
const { guildCode } = userGuild;
let flag = await checkBossBattleMemberExists(guildCode, serverId, roleId, battleCode);
if (!flag) {
return resResult(STATUS.REDLOCK_ERR);
}
//记录伤害
let bossInstance = await BossInstanceModel.updateBossHp(bossCode, damage, roleId);
await BattleRecordModel.incBossDamage(battleCode, damage, bossInstance?.bossHp);
if (!bossInstance || bossInstance.bossHp == 0) {//进入结算
let flag = await checkBossResult(bossCode, guildCode, serverId, DATA_NAME.BOSS_SCRIPT, roleId, damage);
if (!flag) {
return resResult(STATUS.WRONG_PARMS);
}
pushGuildBossSucMsg(roleId, roleName, guildCode, bossInstance);
return resResult(STATUS.SUCCESS, { bossHp: 0 });
} else {
pushBossHpMessage(guildCode, serverId, bossInstance.bossHp);
return resResult(STATUS.SUCCESS, { bossHp: bossInstance.bossHp });
}
}
async battleBossEnd(msg: guildInter & { bossCode: string, battleCode: string }, session: BackendSession) {
const { battleCode, myUserGuild: userGuild, bossCode } = msg;
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const sid = session.get('sid');
const serverId: number = parseInt(session.get('serverId'));
const { guildCode } = userGuild;
let bossInstance = await BossInstanceModel.findByCode(bossCode);
if(!bossInstance) return resResult(STATUS.WRONG_PARMS);
let battleRecord = await BattleRecordModel.updateBattleRecordByCode(battleCode, {
$set: { status: 1 }//战斗结束统一设置成1
}, true);
let { bossDamage } = battleRecord.record; // 伤害奖励
let dicBossBase = gameData.bossBaseByBossLv.get(bossInstance.bossLv);
let reward = dicBossBase.damageReward.map(({id, count}) => {
return { id, count: Math.floor(count * bossDamage * dicBossBase.ratio / 1000 ) }
});
let battleGoods = await addItems(roleId, roleName, sid, reward);
await addActive(roleId, serverId, GUILD_POINT_WAYS.BOSS_WAR);//获得活跃值
// 任务
await checkTask(roleId, sid, TASK_TYPE.GUILD_BOSS, 1, true, {});
let result = await getBossInstanceInfo(guildCode, roleId, userGuild);
return resResult(STATUS.SUCCESS, { ...result, battleGoods });
}
async encourage(msg: guildInter & { count: number }, session: BackendSession) {
const { count, myUserGuild: userGuild } = msg;
const roleId: string = session.get('roleId');
const sid: string = session.get('sid');
if(!count || count < 0) return resResult(STATUS.WRONG_PARMS);
let bossInstance = await BossInstanceModel.findBossInstance(userGuild.guildCode);
if(!bossInstance) return resResult(STATUS.GUILD_SCRIPT_NOT_OPENED);
let { myEncourageCnt } = await refreshUserGuildOfBoss(userGuild);
let costGold = (myEncourageCnt + count - dicParam.GUILD_BOSS.GUILD_BOSS_ENCOURAGE_FREECOUNT) * dicParam.GUILD_BOSS.GUILD_BOSS_ENCOURAGE_COST;
if(costGold < 0) costGold = 0;
let { gold } = await RoleModel.findByRoleId(roleId, 'gold');
if(gold < costGold) return resResult(STATUS.BATTLE_GOLD_NOT_ENOUGH);
let { code, bossLv } = bossInstance;
let dicBossBase = gameData.bossBaseByBossLv.get(bossLv);
bossInstance = await BossInstanceModel.encourage(code, count, dicBossBase.encourageSum); // 军团次数
if(!bossInstance) return resResult(STATUS.GUILD_SCRIPT_ENCOURGE_NOT_ENOUGH);
let consume = getGoldObject(costGold);
let costResult = await handleCost(roleId, sid, [consume]);
if(!costResult) return resResult(STATUS.BATTLE_GOLD_NOT_ENOUGH);
let { myEncourageCnt: myEncourageCntResult } = await refreshUserGuildOfBoss(userGuild, count);
let result = {
encourageCnt: bossInstance.encourageCnt,
encourageMax: dicBossBase.encourageSum,
myEncourageCnt: myEncourageCntResult
}
let chatSid = await getGuildChannelSid(code);
pinus.app.rpc.chat.guildRemote.pushEncourage.toServer(chatSid, code, result);
return resResult(STATUS.SUCCESS, result);
}
async debugAddBattleTimes(msg: {}, session: BackendSession) {
const roleId: string = session.get('roleId');
let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode');
@@ -43,140 +237,4 @@ export class GuildHandler {
let { ranks: resRanks } = await BossInstanceModel.updateBossInstance(code, { ranks });
return resResult(STATUS.SUCCESS, { ranks: resRanks });
}
// 获得boss关卡
async getBossInstance(msg: guildInter & {}, session: BackendSession) {
const roleId: string = session.get('roleId');
let { myUserGuild: userGuild } = msg;
const { guildCode: code } = userGuild;
let bossInstance = await BossInstanceModel.findBossInstance(code);
if (!bossInstance) {
return resResult(STATUS.SUCCESS, { status: GUILD_BOSS_STATUS.WAIT_OPEN });//等待团长开启
}
let result = await getBossInstanceInfo(bossInstance, roleId);
return resResult(STATUS.SUCCESS, result);
}
//开启演武场
async openBossInstance(msg: guildInter & {}, session: BackendSession) {
const serverId: number = parseInt(session.get('serverId'));
const { myUserGuild: userGuild } = msg;
const { guildCode: code } = userGuild;
let res: any = await lockData(serverId, DATA_NAME.BOSS_SCRIPT, code);//加锁
if (!!res.err)
return resResult(STATUS.REDLOCK_ERR);
let bossInstance = await BossInstanceModel.findBossInstance(code);
if (!!bossInstance && (bossInstance.bossHp > 0 || bossInstance.startTime >= getZeroPoint())) {
res.releaseCallback();
return resResult(STATUS.GUILD_SCRIPT_IS_OPENED_TODAY);
}
const guild = await GuildModel.findByCode(code, serverId, 'lv structure');
if (!guild) {
res.releaseCallback();
return resResult(STATUS.GUILD_NOT_FOUND);
}
const { structure } = guild;
const curStructure = structure.find(cur => cur.id == GUILD_STRUCTURE.BOSS);
if (!curStructure) {
res.releaseCallback();
return resResult(STATUS.GUILD_STRUCTURE_NOT_FOUND);
}
let bossBase = getBossByLv(curStructure.lv);
let { bossHp, warId } = getRandSingleEelm(bossBase.wars);
let resGuild = await GuildModel.costFund(code, bossBase.opencost);
if (!resGuild) {
res.releaseCallback();
return resResult(STATUS.GUILD_FUND_NOT_ENOUGH);
}
await BossInstanceModel.openBossInstance(code, bossHp, warId, bossBase.bossLevel);
res.releaseCallback();
let result = { warId, ranks: [], myRank: {}, bossHp, status: 3, bossLv: bossBase.bossLevel, isBattled: false };
let chatSid = await getGuildChannelSid(code);
pinus.app.rpc.chat.guildRemote.pushBossOpen.toServer(chatSid, code, warId, bossHp, result.status);
return resResult(STATUS.SUCCESS, result);
}
async battleBoss(msg: guildInter & {}, session: BackendSession) {
const roleId: string = session.get('roleId');
const roleName: string = session.get('roleName');
const { myUserGuild: userGuild } = msg;
const { guildCode: code } = userGuild;
let bossInstance = await BossInstanceModel.findBossInstance(code);
if (!bossInstance)
return resResult(STATUS.GUILD_SCRIPT_NOT_OPENED);
if (bossInstance.bossHp <= 0)
return resResult(STATUS.GUILD_SCRIPT_IS_COMPLETE);
let myRank = findWhere(bossInstance.ranks, { roleId });
if (!!myRank && myRank.time > getZeroPoint())
return resResult(STATUS.GUILD_SCRIPT_IS_BATTLED);
let { warId, ranks } = bossInstance;
const battleCode = genCode(8); // 关卡唯一值
await BattleRecordModel.updateBattleRecordByCode(battleCode, {
$set: {
roleId, roleName, battleId: warId,
status: 0,
record: { heroes: [], recordNum: bossInstance.num, bossHp: bossInstance.bossHp },
}
}, true);
const serverId: number = parseInt(session.get('serverId'));
await addBossInstance(code, serverId, roleId);
if (!findWhere(ranks, { roleId })) {
await BossInstanceModel.pushRanks(code, { roleId, score: 0, time: nowSeconds(), job: userGuild.job });
} else {
await BossInstanceModel.updateRank(code, roleId);
}
return resResult(STATUS.SUCCESS, { battleCode });
}
async action(msg: guildInter & { damage: number, battleCode: string }, session: BackendSession) {
const { battleCode, damage, myUserGuild: userGuild } = msg;
const roleId: string = session.get('roleId');
const roleName: string = session.get('roleName');
const serverId: number = parseInt(session.get('serverId'));
const { guildCode: code } = userGuild;
let flag = await checkBossBattleMemberExists(code, serverId, roleId, battleCode);
if (!flag) {
return resResult(STATUS.REDLOCK_ERR);
}
//记录伤害
let bossInstance = await BossInstanceModel.updateBossHp(code, damage, roleId);
if (!bossInstance || bossInstance.bossHp == 0) {//进入结算
let flag = await bossResult(code, serverId, DATA_NAME.BOSS_SCRIPT, roleId, damage);
if (!flag) {
return resResult(STATUS.WRONG_PARMS);
}
pushGuildBossSucMsg(roleId, roleName, code, bossInstance);
return resResult(STATUS.SUCCESS, { bossHp: 0 });
} else {
pushBossHpMessage(code, serverId, bossInstance.bossHp);
return resResult(STATUS.SUCCESS, { bossHp: bossInstance.bossHp });
}
}
async battleBossEnd(msg: guildInter & { battleCode: string }, session: BackendSession) {
const { battleCode, myUserGuild: userGuild } = msg;
const roleId = session.get('roleId');
const sid = session.get('sid');
const serverId: number = parseInt(session.get('serverId'));
const { guildCode: code } = userGuild;
const battleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode, true);
if (!battleRecord || battleRecord.status != 0 || roleId != battleRecord.roleId) {
return resResult(STATUS.WRONG_PARMS);
}
await BattleRecordModel.updateBattleRecordByCode(battleCode, {
$set: { status: 1 }//战斗结束统一设置成1
}, true);
let bossInstance = await BossInstanceModel.findBossInstance(code);
let result = await getBossInstanceWhenEnd(bossInstance, roleId, battleRecord.record.recordNum);
await addActive(roleId, serverId, GUILD_POINT_WAYS.BOSS_WAR);//获得活跃值
// 任务
await checkTask(roleId, sid, TASK_TYPE.GUILD_BOSS, 1, true, {});
return resResult(STATUS.SUCCESS, result);
}
}