✨ feat(gvg): 激战期内存以及玩家移动、挑战操作
This commit is contained in:
@@ -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 });
|
||||
}
|
||||
}
|
||||
|
||||
86
game-server/app/services/gvg/gvgBattleMemory.ts
Normal file
86
game-server/app/services/gvg/gvgBattleMemory.ts
Normal file
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user