feat(gvg): 激战期内存以及玩家移动、挑战操作

This commit is contained in:
luying
2023-02-10 21:23:52 +08:00
parent 5d5137f203
commit 19b70baf8c
16 changed files with 536 additions and 125 deletions

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@@ -1,5 +1,4 @@
import { GVGCityType } from './../../../db/GVGCity';
import { LeagueCityPoint, GVGTeamMem } from './../../../domain/battleField/gvgBattle';
import { GVGRecModel } from '../../../db/GVGRec';
import { LeagueGood } from '../../../domain/gvgField/returnData';
import { GVGTeamModel } from '../../../db/GVGTeam';
@@ -10,7 +9,11 @@ import { DEBUG_MAGIC_WORD, GVG_PERIOD, STATUS } from "../../../consts";
import { LineupHero } from "../../../domain/roleField/hero";
import { resResult, genCode } from "../../../pubUtils/util";
import { GVGLeagueModel } from '../../../db/GVGLeague';
import { checkGVGPeriod, getGVGPeriodData } from '../../../services/gvg/gvgService';
import { checkGVGPeriod, getGroupIdOfServer, getGVGPeriodData, getGVGServerType } from '../../../services/gvg/gvgService';
import { checkMoveStatus, getBirthAreaOfCity, initRobots } from '../../../services/gvg/gvgBattleService';
import { getGVGBattleData } from '../../../services/gvg/gvgBattleMemory';
import { nowSeconds } from '../../../pubUtils/timeUtil';
import { GVGBattleRecModel } from '../../../db/GVGBattleRec';
export default function (app: Application) {
new HandlerService(app, {});
@@ -20,15 +23,15 @@ export default function (app: Application) {
export class GVGBattleHandler {
channelService: ChannelService;
// 积分点占领情况cityId -> LeagueCode -> LeagueCityPoint
private pointOccupy: Map<number, Map<string, LeagueCityPoint>> = new Map();
// 城池队伍状态cityId -> areaId -> GVGTeamMem
private cityTeamStatus: Map<number, Map<number, GVGTeamMem>> = new Map();
constructor(private app: Application) {
this.channelService = app.get('channelService');
}
// 获取我的编队信息
async getTeams(msg: {}, session: BackendSession) {
}
// 保存队伍
// index: 队伍索引位置
// head: 头像
@@ -53,60 +56,63 @@ export class GVGBattleHandler {
// 获取城池信息
async getCity(msg: { cityId: number }, session: BackendSession) {
if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
const { cityId } = msg;
let { configId } = getGVGPeriodData();
const city = await GVGCityModel.findOne({ configId, cityId }).lean();
return resResult(STATUS.SUCCESS, { city });
return resResult(STATUS.SUCCESS, {
cityId,
guardLeague: city.guardLeague
});
}
// 进入城池之前的检查
async checkMyTeam(msg: { cityId: number }, session: BackendSession) {
}
// 进入城池
async enterCity(msg: { cityId: number }, session: BackendSession) {
if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
if(!checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
const roleId = session.get('roleId')
const guildCode = session.get('guildCode')
const roleId = session.get('roleId');
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
const { cityId } = msg;
let { configId } = getGVGPeriodData();
let city: GVGCityType = await GVGCityModel.findOne({ cityId, configId }).lean();
if (!city) {
return resResult(STATUS.GVG_CITY_NOT_FOUND);
}
let groupId = await getGroupIdOfServer(serverId);
let serverType = await getGVGServerType(serverId);
// 检测是否已经在城池中,如果在城池中,直接返回城池信息
let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
await initRobots(groupId, serverType, cityId);
let city: GVGCityType = await GVGCityModel.findByCityId(configId, groupId, serverType, cityId);
let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId);
if (!gvgUserData) {
return resResult(STATUS.GVG_USER_NOT_FOUND);
}
if (gvgUserData.cityId === cityId) {
return resResult(STATUS.SUCCESS, { city });
}
// 不在城池则检测是否满员
const { userCnt } = city;
// 检测是否满员
if (userCnt >= 200) {
return resResult(STATUS.GVG_BATTLE_CITY_FULL);
}
// 检测是否已经在城池中,玩家不在这个城池中时进行处理
if (gvgUserData.cityId !== cityId) {
if(gvgUserData.cityId > 0) { // 如果leaveCity没有退出成功玩家还遗留在上一座城中做一下处理
await GVGCityModel.decreasePlayer(configId, groupId, serverType, gvgUserData.cityId, roleId);
}
city = await GVGCityModel.increasePlayer(configId, groupId, serverType, cityId, roleId, myLeague.leagueCode);
if(!city) return resResult(STATUS.GVG_BATTLE_CITY_FULL);
// 检测玩家是否已经在其他城池中,由 checkMyTeam 接口检测
// if (gvgUserData.cityId) {
// }
const roleTeamCnt = await GVGTeamModel.getTeamCnt(roleId);
city = await GVGCityModel.updateCityUser(configId, cityId, 1, roleTeamCnt);
gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, cityId);
// ! 队伍默认进入的据点暂时设为 0更新内存队伍信息
const res = await GVGTeamModel.resetTeamsLoc(roleId, cityId, 0);
if (!res) {
return resResult(STATUS.GVG_RESET_TEAM_LOC_FAILED);
gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, cityId);
// 更新内存队伍信息
let areaId = getBirthAreaOfCity(city, myLeague.leagueCode);
await GVGTeamModel.enterCity(roleId, cityId, areaId, groupId, serverType);
let teams = await GVGTeamModel.findByRole(roleId);
let teamObj = getGVGBattleData(groupId, serverType);
teamObj.enterCity(teams);
}
return resResult(STATUS.SUCCESS, { city });
@@ -114,11 +120,16 @@ export class GVGBattleHandler {
// 离开城池
async leaveCity(msg: { cityId: number }, session: BackendSession) {
if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
const roleId = session.get('roleId')
const guildCode = session.get('guildCode')
if(!checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
const roleId = session.get('roleId');
const guildCode = session.get('guildCode');
const serverId = session.get('serverId');
const { cityId } = msg;
let { configId } = getGVGPeriodData();
let groupId = await getGroupIdOfServer(serverId);
let serverType = await getGVGServerType(serverId);
// 检测是否已经在城池中
let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
@@ -131,20 +142,17 @@ export class GVGBattleHandler {
return resResult(STATUS.GVG_USER_NOT_IN_CITY);
}
const roleTeamCnt = await GVGTeamModel.getTeamCnt(roleId);
const city = await GVGCityModel.updateCityUser(configId, cityId, -1, -roleTeamCnt);
const city = await GVGCityModel.decreasePlayer(configId, groupId, serverType, cityId, roleId);
if (!city) {
return resResult(STATUS.GVG_CITY_NOT_FOUND);
}
// 更新玩家城池和队伍城池
gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, 0);
const res = await GVGTeamModel.resetTeamsLoc(roleId, 0, 0);
if (!res) {
return resResult(STATUS.GVG_RESET_TEAM_LOC_FAILED);
}
// ! 还需处理内存数据
await GVGTeamModel.enterCity(roleId, 0, 0, groupId, serverType);
// 处理内存数据
let teamObj = getGVGBattleData(groupId, serverType);
teamObj.leaveCity(roleId);
return resResult(STATUS.SUCCESS);
}
@@ -152,19 +160,46 @@ export class GVGBattleHandler {
// 开始移动
// areaId: 要移动的目标据点 id
async startMove(msg: { cityId: number, areaId: number, teamCode: string }, session: BackendSession) {
const { areaId, cityId } = msg;
const moveTime = Date.now();
const roleId = session.get('roleId');
const serverId = session.get('serverId');
const { areaId, cityId, teamCode } = msg;
return resResult(STATUS.SUCCESS, { areaId, cityId, moveTime });
let groupId = await getGroupIdOfServer(serverId);
let serverType = await getGVGServerType(serverId);
let team = await GVGTeamModel.findByTeamCode(roleId, teamCode);
let checkResult = checkMoveStatus(team, cityId, areaId);
if(checkResult.code != 0) return resResult(checkResult);
team = await GVGTeamModel.startMove(teamCode, areaId);
// 更新内存数据
let teamObj = getGVGBattleData(groupId, serverType);
teamObj.move(teamCode, areaId, team.startMoveTime, team.stopMoveTime);
return resResult(STATUS.SUCCESS, { areaId, cityId, stopMoveTime: team.stopMoveTime });
}
// 停止移动
// areaId: 移动到的目标据点 id
async stopMove(msg: { cityId: number, areaId: number, teamCode: string }, session: BackendSession) {
const roleId = session.get('roleId');
const serverId = session.get('serverId');
const { areaId, cityId, teamCode } = msg;
const players = await GVGUserDataModel.find({ cityId, areaId }).limit(20).lean();
const curTeam = await GVGTeamModel.findOneAndUpdate({ teamCode }, { areaId }).lean();
return resResult(STATUS.SUCCESS, { areaId, cityId, players, curTeam });
let groupId = await getGroupIdOfServer(serverId);
let serverType = await getGVGServerType(serverId);
let team = await GVGTeamModel.findByTeamCode(roleId, teamCode);
if(!team) return resResult(STATUS.GVG_BATTLE_TEAM_NOT_FOUND);
if(team.cityId != cityId && team.areaId != areaId) return resResult(STATUS.GVG_BATTLE_IS_NOT_IN_CITY);
team = await GVGTeamModel.stopMove(teamCode, areaId);
// 更新内存数据
let teamObj = getGVGBattleData(groupId, serverType);
teamObj.move(teamCode, areaId, team.startMoveTime, team.stopMoveTime);
return resResult(STATUS.SUCCESS, { areaId, cityId, curTeam: team });
}
// 队伍入驻积分点
@@ -182,29 +217,36 @@ export class GVGBattleHandler {
// 队伍开始攻击
// teamCode: 攻击方队伍
// oppoTeamCode: 防守方队伍
async battleStart(msg: { teamCode: string, oppoTeamCode: string }, session: BackendSession) {
async battleStart(msg: { cityId: number, teamCode: string, oppoTeamCode: string, pointId: number }, session: BackendSession) {
const roleId = session.get('roleId');
const serverId = session.get('serverId');
const { teamCode, oppoTeamCode } = msg;
const teams = await GVGTeamModel.find({ teamCode: { $in: [ teamCode, oppoTeamCode ] } }).lean();
let teamInvalid = false;
let invalidTeamCode = '';
teams.forEach(team => {
if (team.attackTime > Date.now() - 1000 * 5) {
teamInvalid = true;
invalidTeamCode = team.teamCode;
}
});
if (teamInvalid) {
return resResult(STATUS.GVG_BATTLE_TEAM_INVALID, { teamCode: invalidTeamCode });
}
// 生成 battleCode
const battleCode = genCode(8);
return resResult(STATUS.SUCCESS, { battleCode });
let groupId = await getGroupIdOfServer(serverId);
let serverType = await getGVGServerType(serverId);
let { attackTeam, defenseTeam } = await GVGTeamModel.findBattleTeams(teamCode, oppoTeamCode);
if(!attackTeam || !defenseTeam) return resResult(STATUS.GVG_BATTLE_TEAM_INVALID);
if(attackTeam.attackTime > nowSeconds()) return resResult(STATUS.GVG_TEAM_ATTACKING);
if(defenseTeam.defenseTime > nowSeconds()) return resResult(STATUS.GVG_TEAM_DEFENSEING);
const battleRecord = await GVGBattleRecModel.createRec(attackTeam, defenseTeam);
attackTeam = await GVGTeamModel.lockAttack(teamCode, groupId, serverType);
defenseTeam = await GVGTeamModel.lockDefense(oppoTeamCode, groupId, serverType);
// 内存处理
let teamObj = getGVGBattleData(groupId, serverType);
teamObj.setTime(teamCode, attackTeam);
teamObj.setTime(teamCode, defenseTeam);
return resResult(STATUS.SUCCESS, { battleCode: battleRecord.battleCode, curTeam: attackTeam });
}
// 队伍停止攻击
async battleEnd(msg: { battleCode: string, isSuccess: boolean }, session: BackendSession) {
async battleEnd(msg: { cityId: number, battleCode: string, isSuccess: boolean }, session: BackendSession) {
const { battleCode, isSuccess } = msg;
// ! 根据 battleCode 获取 teamCode
const record = await GVGBattleRecModel.findByBattleCode(battleCode);
if(!record) return resResult(STATUS.GVG_BATTLEREC_NOT_FOUND);
const teamCode = '';
const leagueGoods: LeagueGood[] = null;
// ! 计算并更新两支队伍耐久
@@ -223,7 +265,7 @@ export class GVGBattleHandler {
// 使用道具
// teamCode: 要使用道具的队伍
async useItem(msg: { itemId: number, teamCode: string }, session: BackendSession) {
async useItem(msg: { cityId: number, itemId: number, teamCode: string }, session: BackendSession) {
const { itemId, teamCode } = msg;
// ! 检查道具是否存在
// ! 检查道具是否可以使用在该队伍
@@ -233,7 +275,7 @@ export class GVGBattleHandler {
}
// 复活队伍
async reviveTeam(msg: { teamCode: string }, session: BackendSession) {
async reviveTeam(msg: { cityId: number, teamCode: string }, session: BackendSession) {
const { teamCode } = msg;
// ! 检查该队伍是否可以复活,可以的话更新队伍状态
const team = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean();
@@ -269,22 +311,4 @@ export class GVGBattleHandler {
]);
return resResult(STATUS.SUCCESS, { teams });
}
// debug 接口,创建城市
async createCity(msg: { cityId: number, magicWord: string }, session: BackendSession) {
const { cityId, magicWord } = msg;
if (magicWord !== DEBUG_MAGIC_WORD) {
return resResult(STATUS.INTERNAL_ERR);
}
let { configId } = getGVGPeriodData();
// 检查城市是否存在
let city = await GVGCityModel.getCityByCityId(configId, cityId);
if (city) {
return resResult(STATUS.SUCCESS, { city });
}
city = await GVGCityModel.createCity(configId, cityId);
return resResult(STATUS.SUCCESS, { city });
}
}

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@@ -0,0 +1,86 @@
// 存在激战期的内存数据
import { GVGTeamType } from "../../db/GVGTeam";
import { GVGTeamMem } from "../../domain/battleField/gvgBattle";
// 积分点占领情况groupId_serverType_cityId -> GVGBattleData
const gvgBattleMap: Map<string, GVGBattleData> = new Map();
class GVGBattleData {
public groupId: number; // 战区
public serverType: number; // 单服还是跨服
private teams: Map<string, GVGTeamMem> = new Map(); // 队伍, teamCode => team
private rolePoints: Map<string, number[]> = new Map(); // roleId => pointId[],用于更新玩家的积分
private roleToTeam: Map<string, string[]> = new Map(); // roleId => teamCode
private areaToTeams: Map<number, Set<string>> = new Map(); // areaId => teamCode set用于定时下发地图玩家数据
constructor(groupId: number, serverType: number) {
this.groupId = groupId;
this.serverType = serverType;
}
public leaveCity(roleId: string) {
let teamCodes = this.roleToTeam.get(roleId)||[];
for(let teamCode of teamCodes) {
let team = this.teams.get(teamCode);
if(team) team.setCity(0, 0);
}
this.rolePoints.delete(roleId);
}
public enterCity(teams: GVGTeamType[]) {
for(let team of teams) {
if(!this.teams.has(team.teamCode)) {
this.teams.set(team.teamCode, new GVGTeamMem(team))
}
let originTeam = this.teams.get(team.teamCode);
let fromAreaId = originTeam.areaId;
originTeam.setCity(team.cityId, team.areaId);
if(team.pointId > 0) {
if(!this.rolePoints.has(team.roleId)) this.rolePoints.set(team.roleId, []);
this.rolePoints.get(team.roleId).push(team.pointId);
}
let teamCodesOfRole = this.roleToTeam.get(team.roleId)||[];
if(teamCodesOfRole.indexOf(team.teamCode) == -1) teamCodesOfRole.push(team.teamCode);
this.roleToTeam.set(team.roleId, teamCodesOfRole);
this.setAreaMap(team.teamCode, fromAreaId, team.areaId);
}
}
private setAreaMap(teamCode: string, fromAreaId: number, toAreaId: number) {
if(fromAreaId == toAreaId) return;
let fromAreaSet = this.areaToTeams.get(fromAreaId);
if(fromAreaSet && fromAreaSet.has(teamCode)) fromAreaSet.delete(teamCode);
if(!this.areaToTeams.has(toAreaId)) {
this.areaToTeams.set(toAreaId, new Set());
}
if(!this.areaToTeams.get(toAreaId).has(teamCode)) {
this.areaToTeams.get(toAreaId).add(teamCode);
}
}
public move(teamCode: string, areaId: number, startMoveTime: number, stopMoveTime: number) {
let team = this.teams.get(teamCode);
if(!team) return;
let fromAreaId = team.areaId;
team.moveToArea(areaId, startMoveTime, stopMoveTime);
this.setAreaMap(teamCode, fromAreaId, areaId);
}
public setTime(teamCode: string, teamUpdate: GVGTeamType) {
let team = this.teams.get(teamCode);
if(!team) return;
team.attackTime = teamUpdate.attackTime;
team.defenseTime = teamUpdate.defenseTime;
}
}
export function getGVGBattleData(groupId: number, serverType: number) {
let key = `${groupId}_${serverType}`;
if(!gvgBattleMap.has(key)) {
gvgBattleMap.set(key, new GVGBattleData(groupId, serverType));
}
return gvgBattleMap.get(key);
}

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@@ -1,6 +1,11 @@
import { GVGTeamMem } from "../../domain/battleField/gvgBattle";
import { GVGLeagueType } from "../../db/GVGLeague";
import { GVGTeamType } from "../../db/GVGTeam";
import { GVGTeamModel, GVGTeamType } from "../../db/GVGTeam";
import { GVGCityType } from "../../db/GVGCity";
import { gameData } from "../../pubUtils/data";
import { STATUS } from "../../consts";
import { nowSeconds } from "../../pubUtils/timeUtil";
import { DicGVGAreaPoint } from "../../pubUtils/dictionary/DicGVGAreaPoint";
/**
@@ -33,9 +38,38 @@ export async function getGVGCitiesInfo(league: GVGLeagueType): Promise<{cityId:
* 获取内存中队伍的数据结构
*/
export function getGVGTeamMemInfo(team: GVGTeamType): GVGTeamMem {
const teamMem = team as GVGTeamMem;
const teamMem = new GVGTeamMem(team);
teamMem.isMoving = false;
teamMem.startMoveTime = 0;
teamMem.stopMoveTime = 0;
return teamMem;
}
export function getBirthAreaOfCity(city: GVGCityType, leagueCode: string) {
let isGuard = city.guardLeague == leagueCode;
let dicGVGCity = gameData.gvgCity.get(city.cityId);
return isGuard? dicGVGCity.defenseBirth: dicGVGCity.attackBirth;
}
export function checkMoveStatus(team: GVGTeamType, cityId: number, areaId: number) {
if(!team) return STATUS.GVG_BATTLE_TEAM_NOT_FOUND;
if(team.cityId != cityId) return STATUS.GVG_BATTLE_IS_NOT_IN_CITY;
if(team.pointId > 0) return STATUS.GVG_BATTLE_TEAM_IS_SELLTED;
if(team.stopMoveTime > 0 && team.stopMoveTime < nowSeconds()) return STATUS.GVG_BATTLE_IS_MOVING;
let dicArea = gameData.gvgArea.get(areaId);
if(!dicArea) return STATUS.DIC_DATA_NOT_FOUND;
if(dicArea.relateArea.indexOf(team.areaId) == -1) return STATUS.GVG_BATTLE_AREA_NOT_RELATE;
return STATUS.SUCCESS;
}
export async function initRobots(groupId: number, serverType: number, cityId: number) {
let hasRobot = await GVGTeamModel.checkRobot(groupId, serverType, cityId);
if(!hasRobot) {
let dicPoints: DicGVGAreaPoint[] = [];
let { areaIds = []} = gameData.gvgCity.get(cityId);
for(let [_, point] of gameData.gvgAreaPoint) {
if(areaIds.indexOf(point.areaId) != -1) dicPoints.push(point);
}
await GVGTeamModel.initRobots(groupId, serverType, cityId, dicPoints);
}
}

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@@ -358,6 +358,16 @@ export const STATUS = {
GVG_RECEIVE_NO_RANK_REWARD: { code: 21368, simStr: '没有可领取的奖励' },
GVG_VESTIGE_TIME_OUT: { code: 21369, simStr: '今天遗迹已结算,不可再挑战' },
// GVG激战期
GVG_BATTLE_TEAM_NOT_FOUND: { code: 21400, simStr: '未找到该编队' },
GVG_BATTLE_TEAM_IS_SELLTED: { code: 21401, simStr: '编队正在驻守据点,不可移动' },
GVG_BATTLE_AREA_NOT_RELATE: { code: 21402, simStr: '该据点与原据点不相连' },
GVG_BATTLE_IS_MOVING: { code: 21403, simStr: '编队正在移动中' },
GVG_BATTLE_IS_NOT_IN_CITY: { code: 21404, simStr: '编队不在这个城池中' },
GVG_TEAM_ATTACKING: { code: 21405, simStr: '您的编队正在攻击冷却中' },
GVG_TEAM_DEFENSEING: { code: 21406, simStr: '选择的编队正在防守冷却中' },
GVG_BATTLEREC_NOT_FOUND: { code: 21407, simStr: '未找到该记录' },
// 通用 30000 - 30099
DIC_DATA_NOT_FOUND: { code: 30000, simStr: '数据表未找到' },
ROLE_MATERIAL_NOT_ENOUGH: { code: 30001, simStr: '材料数量不足' },

79
shared/db/GVGBattleRec.ts Normal file
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@@ -0,0 +1,79 @@
// GVGBattleRec 数据库表,挑战记录信息
import BaseModel from "./BaseModel";
import { index, getModelForClass, prop, DocumentType } from '@typegoose/typegoose';
import { genCode } from "../pubUtils/util";
import { LineupHero } from './../domain/roleField/hero';
import { GVGTeamType } from "./GVGTeam";
class TeamInfo {
@prop({ required: true })
roleId: string; // 玩家id
@prop({ required: true })
teamCode: string; // 玩家队伍唯一标识
@prop({ required: true })
teamId: number; // 队伍id1-3玩家的第几个队伍
@prop({ required: true })
leagueCode: string; // 联军
@prop({ required: true })
guildCode: string; // 军团
@prop({ required: false })
areaId: number;
@prop({ required: false })
cityId: number;
@prop({ required: false })
pointId: number;
@prop({ required: true })
head: number; // 头像
@prop({ required: true })
spine: number; // 形象
@prop({ required: true })
frame: number; // 相框
@prop({ required: true, default: 0 })
durability: number; // 耐久
@prop({ required: true, type: () => LineupHero, _id: false })
lineup: LineupHero[]
}
@index({ battleCode: 1 })
export default class GVGBattleRec extends BaseModel {
@prop({ required: true })
battleCode: string; // 战斗记录
@prop({ required: true, type: TeamInfo, _id: false })
attackTeam: TeamInfo; // 挑战队伍
@prop({ required: true, type: TeamInfo, _id: false })
defenseTeam: TeamInfo; // 防守队伍
@prop({ required: true })
isSuccess: boolean;
public static async createRec(attackTeam: GVGTeamType, defenseTeam: GVGTeamType) {
const battleCode = genCode(8);
const result: GVGBattleRecType = await GVGBattleRecModel.findOneAndUpdate({ battleCode }, { $set: { attackTeam, defenseTeam, isSuccess: false } }).lean();
return result;
}
public static async findByBattleCode(battleCode: string) {
const result: GVGBattleRecType = await GVGBattleRecModel.findOne({ battleCode }).lean();
return result;
}
}
export const GVGBattleRecModel = getModelForClass(GVGBattleRec);
export interface GVGBattleRecType extends Pick<DocumentType<GVGBattleRec>, keyof GVGBattleRec> {};
export type GVGBattleRecUpdate = Partial<GVGBattleRecType>; // 将所有字段变成可选项

View File

@@ -1,17 +1,31 @@
import BaseModel from "./BaseModel";
import { index, getModelForClass, prop, DocumentType } from '@typegoose/typegoose';
@index({ configId: 1, cityId: 1 })
class Player {
@prop({ required: true })
leagueCode: string;
@prop({ required: true })
roleId: string;
}
@index({ configId: 1, cityId: 1, groupId: 1, serverType: 1 })
// GVGCity 类,继承自 BaseModel
export default class GVGCity extends BaseModel {
@prop({ required: true, default: 1 })
configId: number; // config唯一id
@prop({ required: true, default: 1 })
groupId: number; // 战区
@prop({ required: true, default: 1 })
serverType: number; // 1-单服 2-跨服
@prop({ required: true })
cityId: number; // 城池id
@prop({ required: true, default: [] })
leagueCodes: string[]; // 联军
@prop({ required: true, default: [], type: Player, _id: false })
players: Player[]; // 联军
@prop({ required: false })
guardLeague: string; // 占领的联军
@@ -19,29 +33,35 @@ export default class GVGCity extends BaseModel {
@prop({ required: false })
guardLeagueName: string; // 占领的联军
@prop({ required: false })
guardLeagueIcon: number; // 占领的联军
@prop({ required: true, default: 0 })
userCnt: number; // 城池人数
@prop({ required: true, default: 0 })
teamCnt: number; // 城池队伍数
// 创建城市
public static async createCity(configId: number, cityId: number) {
public static async createCity(configId: number, groupId: number, serverType: number, cityId: number) {
let doc = new GVGCityModel();
let update = Object.assign(doc.toJSON(), { configId, cityId});
const city: GVGCityType | null = await GVGCityModel.findOneAndUpdate({ configId, cityId }, { $setOnInsert: update }, { upsert: true, new: true }).lean();
const city: GVGCityType = await GVGCityModel.findOneAndUpdate({ configId, cityId, groupId, serverType }, { $setOnInsert: update }, { upsert: true, new: true }).lean();
return city;
}
// 通过 cityId 获取城市
public static async getCityByCityId(configId: number, cityId: number) {
const city: GVGCityType | null = await GVGCityModel.findOne({ configId, cityId }).lean();
public static async findByCityId(configId: number, groupId: number, serverType: number, cityId: number) {
const city: GVGCityType = await GVGCityModel.findOne({ configId, groupId, serverType, cityId }).lean();
return city;
}
// 更新城市字段
public static async updateCityUser(configId: number, cityId: number, userInc: number, teamInc: number) {
const city: GVGCityType | null = await GVGCityModel.findOneAndUpdate({ configId, cityId}, { $inc: {userCnt: userInc, teamCnt: teamInc} }, { new: true }).lean();
// 添加人数
public static async increasePlayer(configId: number, groupId: number, serverType: number, cityId: number, roleId: string, leagueCode: string) {
const city: GVGCityType = await GVGCityModel.findOneAndUpdate({ configId, groupId, serverType, cityId, userCnt: { $lt: 200 } }, { $inc: { userCnt: 1 }, $push: { players: { roleId, leagueCode } }}, { new: true, upsert: true }).lean();
return city;
}
// 减少人数
public static async decreasePlayer(configId: number, groupId: number, serverType: number, cityId: number, roleId: string) {
const city: GVGCityType = await GVGCityModel.findOneAndUpdate({ configId, groupId, serverType, cityId, 'players.roleId': roleId }, { $inc: { userCnt: -1 }, $pull: { players: { roleId } }}, { new: true, upsert: true }).lean();
return city;
}
}

View File

@@ -105,7 +105,7 @@ export default class GVGLeagueFarm extends BaseModel {
public static async lockFields(configId: number, leagueCode: string, farmId: number, type: number, roleId: string, roleName: string, lands: { fieldId: number, addType: number }[]) {
// 先创建
await GVGLeagueFarmModel.bulkWrite(lands.map(({ fieldId }) => {
return { updateOne: { filter: { configId, leagueCode, farmId, fieldId }, update: { $setOnInsert: { unlockTime: 0, harvestTime: 0, seedType: 0, addType: 0, addTypes: [], type } }, upsert: true} }
return { updateOne: { filter: { configId, leagueCode, farmId, fieldId }, update: { $setOnInsert: { unlockTime: 0, harvestTime: 0, seedType: 0, addType: 0, addTypes: [], type, index: 0 } }, upsert: true} }
}));
const result = await GVGLeagueFarmModel.bulkWrite(lands.map(({ fieldId, addType }) => {
if(addType > 0) {

View File

@@ -3,10 +3,14 @@ import BaseModel from "./BaseModel";
import { index, getModelForClass, prop, DocumentType } from '@typegoose/typegoose';
import { genCode } from "../pubUtils/util";
import { LineupHero } from './../domain/roleField/hero';
import { nowSeconds } from "../pubUtils/timeUtil";
import { GVG } from "../pubUtils/dicParam";
import { DicGVGAreaPoint } from "../pubUtils/dictionary/DicGVGAreaPoint";
@index({ roleId: 1, teamId: 1 })
@index({ teamCode: 1 })
export default class GVGTeam extends BaseModel {
@prop({ required: true })
roleId: string; // 玩家id
@@ -19,6 +23,9 @@ export default class GVGTeam extends BaseModel {
@prop({ required: true })
leagueCode: string; // 联军
@prop({ required: true })
guildCode: string; // 军团
@prop({ required: false })
areaId: number;
@@ -47,13 +54,31 @@ export default class GVGTeam extends BaseModel {
attackTime: number; // 进攻冷却时间
@prop({ required: true, default: 0 })
moveTime: number; // 移动冷却时间
startMoveTime: number;
@prop({ required: true, default: 0 })
stopMoveTime: number; // 移动冷却时间
@prop({ required: true, default: 0 })
defenseTime: number; // 防守保护时间
@prop({ required: true, default: 0 })
point: number; // 积分
@prop({ required: true, type: () => LineupHero, _id: false })
lineup: LineupHero[];
@prop({ required: true })
lineup: [LineupHero]
lineupCe: number;
@prop({ required: true })
groupId: number; // 战区
@prop({ required: true })
serverType: number; // 单服还是跨服
@prop({ required: true, default: false })
isRobot: boolean; // 是否是机器人
// 创建队伍
public static async createTeam(roleId: string, leagueCode: string, teamId: number, head: number, spine: number, frame: number, lineup: [LineupHero]) {
@@ -87,10 +112,72 @@ export default class GVGTeam extends BaseModel {
}
// 玩家切换城池更新队伍信息
public static async resetTeamsLoc(roleId: string, cityId: number, areaId: number) {
const res = await GVGTeamModel.updateMany({ roleId }, { cityId, areaId, pointId: 0 }).lean();
public static async enterCity(roleId: string, cityId: number, areaId: number, groupId: number, serverType: number) {
const res = await GVGTeamModel.updateMany({ roleId }, { cityId, areaId, pointId: 0, groupId, serverType }).lean();
return !!res['ok'];
}
// 获取我的编队
public static async findByRole(roleId: string, select = '') {
const teams: GVGTeamType[] = await GVGTeamModel.find({ roleId }).select(select).lean();
return teams;
}
// 获取我的编队
public static async findByTeamCode(roleId: string, teamCode: string, select = '') {
const res: GVGTeamType = await GVGTeamModel.findOne({ roleId, teamCode }).select(select).lean();
return res;
}
// 移动
public static async startMove(teamCode: string, areaId: number) {
const res: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { areaId, stopMoveTime: nowSeconds() + GVG.GVG_DEFAULT_MOVE_CD } }).lean();
return res;
}
public static async stopMove(teamCode: string, areaId: number) {
const res: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { areaId, stopMoveTime: nowSeconds() } }).lean();
return res;
}
// 查询挑战和防守的编队
public static async findBattleTeams(teamCode: string, oppoTeamCode: string) {
const teams: GVGTeamType[] = await GVGTeamModel.find({ teamCode: { $in: [ teamCode, oppoTeamCode ] } }).lean();
let attackTeam: GVGTeamType = null, defenseTeam: GVGTeamType = null;
for(let team of teams) {
if(team.teamCode == teamCode) attackTeam = team;
if(team.teamCode == oppoTeamCode) defenseTeam = team;
}
return { attackTeam, defenseTeam }
}
public static async checkRobot(groupId: number, serverType: number, cityId: number) {
return await GVGTeamModel.exists({ groupId, serverType, cityId, isRobot: true });
}
public static async initRobots(groupId: number, serverType: number, cityId: number, dicPoints: DicGVGAreaPoint[]) {
await GVGTeamModel.bulkWrite(dicPoints.map(dic => {
return {
updateOne: {
filter: { groupId, serverType, cityId, pointId: dic.pointId },
update: { $setOnInsert: { teamCode: `robot${dic.pointId}`, ...dic, isRobot: true } }, upsert: true
}
}
}));
}
// 攻击方攻击cd
public static async lockAttack(teamCode: string, groupId: number, serverType: number) {
const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { attackTime: nowSeconds() + GVG.GVG_DEFAULT_ATTACK_CD, groupId, serverType } }, { new: true }).lean();
return team;
}
// 防守方防守cd
public static async lockDefense(teamCode: string, groupId: number, serverType: number) {
const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { attackTime: nowSeconds() + GVG.GVG_DEFAULT_DEFENSE_CD, groupId, serverType } }, { new: true }).lean();
return team;
}
}
export const GVGTeamModel = getModelForClass(GVGTeam);
@@ -98,3 +185,5 @@ export const GVGTeamModel = getModelForClass(GVGTeam);
export interface GVGTeamType extends Pick<DocumentType<GVGTeam>, keyof GVGTeam> {
id: number;
};
export type GVGTeamUpdate = Partial<GVGTeamType>; // 将所有字段变成可选项

View File

@@ -129,6 +129,7 @@ export default class GVGUserData extends BaseModel {
const result: GVGUserDataType = await GVGUserDataModel.findOneAndUpdate({ configId, leagueCode, roleId }, { $set: { cityId }}, { new: true }).lean();
return result;
}
}
export const GVGUserDataModel = getModelForClass(GVGUserData);

View File

@@ -1,7 +1,14 @@
import { GVGTeamType } from "../../db/GVGTeam";
import { GVGTeamType, GVGTeamUpdate } from "../../db/GVGTeam";
// 积分点分类统计1-3级积分点代表从小到大
export interface LeagueCityPoint {
export class LeagueCityPoint {
// 玩家id
roleId: string;
// 军团id
guildCode: string;
// 联军id
leagueCode: string;
// 计分点数
pointCnt1: number;
pointCnt2: number;
@@ -13,11 +20,43 @@ export interface LeagueCityPoint {
}
// 队伍状态
export interface GVGTeamMem extends GVGTeamType {
// 开始移动时间戳
export class GVGTeamMem implements GVGTeamUpdate {
roleId: string; // 玩家id
id: number;
teamCode: string;
teamId: number;
leagueCode: string;
guildCode: string;
areaId: number;
cityId: number;
pointId: number;
head: number;
spine: number;
frame: number;
durability: number;
restartTime: number;
attackTime: number;
defenseTime: number;
startMoveTime: number;
// 停止移动时间戳
stopMoveTime: number;
// 是否正在移动
isMoving: boolean;
point: number;
constructor(team: GVGTeamType) {
for(let key in team) {
this[key] = team[key];
}
}
public setCity(cityId: number, areaId = 0) {
this.cityId = cityId;
this.areaId = areaId;
this.pointId = 0;
}
public moveToArea(areaId: number, startMoveTime: number, stopMoveTime: number) {
this.areaId = areaId;
this.startMoveTime = startMoveTime;
this.stopMoveTime = stopMoveTime;
}
}

View File

@@ -363,7 +363,7 @@ export class LeagueFarmMember {
setByFields(fields: GVGLeagueFarmType[]) {
this.count = fields.length;
this.harvestTime = Math.min(...fields.map(cur => cur.harvestTime))||0;
this.canHelp = !!fields.find(cur => cur.harvestTime < nowSeconds());
this.canHelp = !!fields.find(cur => cur.harvestTime > 0 && cur.harvestTime < nowSeconds());
this.output = fields.reduce((pre, cur) => (pre + cur.output||0), 0);
}

View File

@@ -1,4 +1,5 @@
import { prop } from 'typegoose';
import { ArtifactModelType } from '../../db/Artifact';
import { Connect, EPlace, HeroSkin, HeroType, HeroUpdate, Talent } from '../../db/Hero';
import { JewelSe, JewelType, RandSe } from '../../db/Jewel';
@@ -155,8 +156,11 @@ export class ArtifactParam {
}
// 阵容
export interface LineupHero {
export class LineupHero {
@prop({ required: true })
actorId: number; // 武将
@prop({ required: true })
dataId: number; // 出兵表上的位置
@prop({ required: true })
order: number; // 行动
}

View File

@@ -57,7 +57,7 @@ import { dicCityActivityReward, loadCityActivityReward } from "./dictionary/DicC
import { dicRaceActivity, dicRaceTypes, loadRaceActivity } from './dictionary/DicRaceActivity';
import { GUILDACTIVITY, RECRUIT } from "./dicParam";
import * as param from "./dicParam";
import { decodeIdCntArrayStr, parseGoodStr, decodeArrayListStr, getRandEelm, readTsFile, getRandSingleEelm } from "./util";
import { decodeIdCntArrayStr, parseGoodStr, decodeArrayListStr, getRandEelm, readTsFile, getRandSingleEelm, parseNumberList } from "./util";
import { RACE_EVENT_TYPE } from "../consts";
import { dicShopByType, dicShopItem, loadShop } from "./dictionary/DicShop";
import { dicShopType, loadShopType } from "./dictionary/DicShopType";
@@ -334,6 +334,7 @@ export const gameData = {
gvgVestigeName: dicGVGVestigeName,
gvgAreaPoint: dicGVGAreaPoint,
gvgBattleRankReward: dicGVGBattleRankReward,
gvgBattleDurabilityMinus: { win: 0, fail: 0 },
};
// 在此提供一些原先在gamedata中提供的方法以便更方便获取gameData数据
@@ -1213,6 +1214,12 @@ export function getGVGBattleRankReward(type: number, rank: number) {
return lastRank
}
function parseGVGDurabilityMinus() {
const range = parseNumberList(param.GVG.GVG_DEFAULT_DURABILITY_MINUS);
gameData.gvgBattleDurabilityMinus.win = range[0];
gameData.gvgBattleDurabilityMinus.fail = range[0];
}
// 初始加载
function initDatas() {
parseDicParam();
@@ -1236,6 +1243,7 @@ function parseDicParam() {
parseGVGActive();
parseGVGFieldAdd();
parseGVGVestigeCnt();
parseGVGDurabilityMinus();
}
/**

View File

@@ -376,7 +376,7 @@ export const GVG = {
GVG_LEAGUE_COMPOSE: 3, // 一个联军有最多多少军团组成
GVG_CROSS_SERVICE_STARTTIME: 4, // 开服几周后开始跨服玩法
GVG_ROLE_TOTAL_RATIO: 1.2, // 贤臣+猛将总人数上限系数
GVG_ROLE_RATIO: 1, // 贤臣/猛将各职能选择人数上限系数
GVG_ROLE_RATIO: 1.2, // 贤臣/猛将各职能选择人数上限系数
GVG_PRODUCER_GET: '10&4|11&2', // 贤臣每天发多少令
GVG_FIGHTER_GET: '10&2|11&4', // 猛将每天发多少令
GVG_LEAGUE_TECH_LIST: 3, // 科技树解锁队列数量
@@ -401,4 +401,9 @@ export const GVG = {
GVG_VESTIGE_BATTLE_COUNTDOWN: 300, // 遗迹战斗界面倒计时(s)
GVG_VESTIGE_BGMAP_GKID: 80001, // GVG备战期遗迹防守阵容地图所用的关卡id
GVG_CITY_BGMAP_GKID: 85001, // GVG激战期防守阵容地图所用的关卡id
GVG_DEFAULT_REVIVE_CD: 30, // GVG激战期默认的复活CD
GVG_DEFAULT_MOVE_CD: 5, // GVG激战期默认的移动CD
GVG_DEFAULT_ATTACK_CD: 5, // GVG激战期默认的攻击CD
GVG_DEFAULT_DEFENSE_CD: 2, // GVG激战期默认的防御CD
GVG_DEFAULT_DURABILITY_MINUS: '5&100', // GVG激战期默认的队伍耐扣除规则胜&败num&num
};

View File

@@ -22,7 +22,7 @@ export interface DicGVGArea {
}
export const dicGVGArea = new Map<number, DicGVGArea>();
export const dicGVGCity = new Map<number, { cityType: number, areaIds: number[] }>();
export const dicGVGCity = new Map<number, { cityType: number, areaIds: number[], defenseBirth: number, attackBirth: number }>();
export function loadGVGArea() {
dicGVGArea.clear();
dicGVGCity.clear();
@@ -31,9 +31,11 @@ export function loadGVGArea() {
arr.forEach(o => {
o.relateArea = parseNumberList(o.relateArea);
if(!dicGVGCity.has(o.cityId)) {
dicGVGCity.set(o.cityId, { cityType: o.cityType, areaIds: [] });
dicGVGCity.set(o.cityId, { cityType: o.cityType, areaIds: [], defenseBirth: 0, attackBirth: 0 });
}
dicGVGCity.get(o.cityId)?.areaIds.push(o.areaId);
if(o.areaType == 1) dicGVGCity.get(o.cityId).defenseBirth = o.areaId;
if(o.areaType == 2) dicGVGCity.get(o.cityId).attackBirth = o.areaId;
dicGVGArea.set(o.areaId, o);
});
arr = undefined;

View File

@@ -11,6 +11,16 @@ export interface DicGVGAreaPoint {
readonly score: number;
// 位置
readonly pointPosition: string;
// 守卫名
readonly name: number;
// 守卫头像
readonly head: number;
// 守卫形象
readonly spine: number;
// 守卫战力
readonly ce: number;
// 守卫耐久
readonly durability: number;
}
export const dicGVGAreaPoint = new Map<number, DicGVGAreaPoint>();