演武台:鼓舞,次数限制,掉落修改,结构修改
This commit is contained in:
@@ -4,18 +4,22 @@ 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 { getBossInstanceInfo, checkBossResult, checkBossBattleMemberExists, pushBossHpMessage, addBossInstance, refreshUserGuildOfBoss, refreshGuildOfBoss } 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 { 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 { gameData, 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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import { guildInter } from '../../../pubUtils/interface';
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import { addItems, handleCost } from '../../../services/rewardService';
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import * as dicParam from '../../../pubUtils/dicParam';
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import { getGoldObject } from '../../../pubUtils/itemUtils';
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import { RoleModel } from '../../../db/Role';
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export default function (app: Application) {
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new HandlerService(app, {});
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@@ -26,6 +30,196 @@ export class GuildHandler {
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constructor(private app: Application) {
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}
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// 获得boss关卡
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async getBossInstance(msg: guildInter & {}, session: BackendSession) {
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const roleId: string = session.get('roleId');
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let { myUserGuild: userGuild } = msg;
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const { guildCode: code } = userGuild;
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let result = await getBossInstanceInfo(code, roleId, userGuild);
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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: guildInter & {}, session: BackendSession) {
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const serverId: number = parseInt(session.get('serverId'));
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const { myUserGuild: userGuild } = msg;
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const { guildCode: code } = userGuild;
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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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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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let bossInstance = await BossInstanceModel.findBossInstance(code);
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if (!!bossInstance && bossInstance.status == GUILD_BOSS_STATUS.OPEN) {
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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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// 每天开启一次
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let { leaderOpenCnt } = await refreshGuildOfBoss(guild);
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if(leaderOpenCnt >= dicParam.GUILD_BOSS.GUILD_BOSS_OPEN_COUNT) {
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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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leaderOpenCnt = (await refreshGuildOfBoss(guild, 1)).leaderOpenCnt;
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let { myChallengeCnt } = await refreshUserGuildOfBoss(userGuild);
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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, leaderOpenCnt };
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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, leaderOpenCnt, myChallengeCnt});
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}
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async battleBoss(msg: guildInter & {}, 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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const { myUserGuild: userGuild } = msg;
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const { guildCode } = userGuild;
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let bossInstance = await BossInstanceModel.findBossInstance(guildCode);
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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 { code: bossCode, warId, ranks, bossHp } = 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: [], bossInstanceCode: bossCode, bossHp: 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(guildCode, serverId, roleId);
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if (!findWhere(ranks, { roleId })) {
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await BossInstanceModel.pushRanks(bossCode, { roleId, score: 0, time: nowSeconds(), job: userGuild.job });
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} else {
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await BossInstanceModel.updateRank(bossCode, roleId);
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}
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let { myChallengeCnt } = await refreshUserGuildOfBoss(userGuild, 0, 1);
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return resResult(STATUS.SUCCESS, { battleCode, bossCode: bossInstance.code, myChallengeCnt });
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}
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async action(msg: guildInter & { bossCode: string, damage: number, battleCode: string }, session: BackendSession) {
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const { battleCode, damage, myUserGuild: userGuild, bossCode } = 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 { guildCode } = userGuild;
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let flag = await checkBossBattleMemberExists(guildCode, 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(bossCode, damage, roleId);
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await BattleRecordModel.incBossDamage(battleCode, damage, bossInstance?.bossHp);
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if (!bossInstance || bossInstance.bossHp == 0) {//进入结算
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let flag = await checkBossResult(bossCode, guildCode, 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, guildCode, bossInstance);
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return resResult(STATUS.SUCCESS, { bossHp: 0 });
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} else {
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pushBossHpMessage(guildCode, 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: guildInter & { bossCode: string, battleCode: string }, session: BackendSession) {
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const { battleCode, myUserGuild: userGuild, bossCode } = msg;
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const roleId = session.get('roleId');
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const roleName = session.get('roleName');
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const sid = session.get('sid');
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const serverId: number = parseInt(session.get('serverId'));
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const { guildCode } = userGuild;
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let bossInstance = await BossInstanceModel.findByCode(bossCode);
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if(!bossInstance) return resResult(STATUS.WRONG_PARMS);
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let battleRecord = 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 { bossDamage } = battleRecord.record; // 伤害奖励
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let dicBossBase = gameData.bossBaseByBossLv.get(bossInstance.bossLv);
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let reward = dicBossBase.damageReward.map(({id, count}) => {
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return { id, count: Math.floor(count * bossDamage * dicBossBase.ratio / 1000 ) }
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});
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let battleGoods = await addItems(roleId, roleName, sid, reward);
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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, TASK_TYPE.GUILD_BOSS, 1, true, {});
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let result = await getBossInstanceInfo(guildCode, roleId, userGuild);
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return resResult(STATUS.SUCCESS, { ...result, battleGoods });
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}
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async encourage(msg: guildInter & { count: number }, session: BackendSession) {
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const { count, myUserGuild: userGuild } = 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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if(!count || count < 0) return resResult(STATUS.WRONG_PARMS);
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let bossInstance = await BossInstanceModel.findBossInstance(userGuild.guildCode);
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if(!bossInstance) return resResult(STATUS.GUILD_SCRIPT_NOT_OPENED);
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let { myEncourageCnt } = await refreshUserGuildOfBoss(userGuild);
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let costGold = (myEncourageCnt + count - dicParam.GUILD_BOSS.GUILD_BOSS_ENCOURAGE_FREECOUNT) * dicParam.GUILD_BOSS.GUILD_BOSS_ENCOURAGE_COST;
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if(costGold < 0) costGold = 0;
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let { gold } = await RoleModel.findByRoleId(roleId, 'gold');
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if(gold < costGold) return resResult(STATUS.BATTLE_GOLD_NOT_ENOUGH);
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let { code, bossLv } = bossInstance;
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let dicBossBase = gameData.bossBaseByBossLv.get(bossLv);
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bossInstance = await BossInstanceModel.encourage(code, count, dicBossBase.encourageSum); // 军团次数
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if(!bossInstance) return resResult(STATUS.GUILD_SCRIPT_ENCOURGE_NOT_ENOUGH);
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let consume = getGoldObject(costGold);
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let costResult = await handleCost(roleId, sid, [consume]);
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if(!costResult) return resResult(STATUS.BATTLE_GOLD_NOT_ENOUGH);
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let { myEncourageCnt: myEncourageCntResult } = await refreshUserGuildOfBoss(userGuild, count);
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let result = {
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encourageCnt: bossInstance.encourageCnt,
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encourageMax: dicBossBase.encourageSum,
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myEncourageCnt: myEncourageCntResult
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}
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let chatSid = await getGuildChannelSid(code);
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pinus.app.rpc.chat.guildRemote.pushEncourage.toServer(chatSid, code, result);
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return resResult(STATUS.SUCCESS, result);
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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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@@ -43,140 +237,4 @@ export class GuildHandler {
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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: guildInter & {}, session: BackendSession) {
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const roleId: string = session.get('roleId');
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let { myUserGuild: userGuild } = msg;
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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: guildInter & {}, session: BackendSession) {
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const serverId: number = parseInt(session.get('serverId'));
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const { myUserGuild: userGuild } = msg;
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const { guildCode: code } = userGuild;
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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: guildInter & {}, 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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const { myUserGuild: userGuild } = msg;
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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: guildInter & { damage: number, battleCode: string }, session: BackendSession) {
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const { battleCode, damage, myUserGuild: userGuild } = 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 { 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: guildInter & { battleCode: string }, session: BackendSession) {
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const { battleCode, myUserGuild: userGuild } = msg;
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const roleId = session.get('roleId');
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const sid = session.get('sid');
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const serverId: number = parseInt(session.get('serverId'));
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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, 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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