🐞 fix(gvg): 修复守城逻辑

This commit is contained in:
luying
2023-03-02 17:02:45 +08:00
parent 963ecea928
commit 267fddbb2e

View File

@@ -505,54 +505,9 @@ export async function gvgBattleSeconds() {
export async function gvgBattleEnd() {
console.log('######### gvgBattleEnd #######')
let { configId } = getGVGConfig();
let guardLeagueCnt = new Map<string, number>();
// 城池占领情况
let keys = await findKeys(`${REDIS_KEY.GVG_BATTLE_LEAGUE_RANK_BY_CITY}:${configId}:`);
let rankKeys = keys.map(key => {
let [,, groupKey, _cityId] = key.split(':');
return { groupKey, cityId: parseInt(_cityId) };
}).sort((a, b) => {
let dicCityA = gameData.gvgCity.get(a.cityId);
let dicCityB = gameData.gvgCity.get(b.cityId);
if(dicCityA.cityType == dicCityB.cityType) return a.cityId - b.cityId;
return dicCityA.cityType - dicCityB.cityType;
});
let lastCities = await GVGCityModel.findByConfig(configId);
for(let { cityId, groupKey } of lastCities) {
let hasKey = rankKeys.find(cur => cur.cityId == cityId && cur.groupKey == groupKey);
if(!hasKey) rankKeys.push({ cityId, groupKey });
}
for(let { groupKey, cityId } of rankKeys) {
let dicCity = gameData.gvgCity.get(cityId);
if(!dicCity) continue;
let r = new Rank(REDIS_KEY.GVG_BATTLE_LEAGUE_RANK_BY_CITY, { configId, groupKey, cityId });
let ranks = await r.getRankByRange();
// 排名最高占领城池
let hasGuard = false;
for(let obj of ranks) {
let rankInfo = <LeagueRankInfo>obj;
let cnt = guardLeagueCnt.get(rankInfo.code)||0;
if(cnt < GVG.GVG_CITY_OCCUPIED_NUMBER) {
await addGuardCity(configId, groupKey, cityId, rankInfo.code);
guardLeagueCnt.set(rankInfo.code, cnt + 1);
hasGuard = true;
break;
}
}
if(!hasGuard) {
let guardCity = lastCities.find(city => city.cityId == cityId && city.groupKey == groupKey);
if(guardCity) {
let cnt = guardLeagueCnt.get(guardCity.guardLeague)||0;
if(cnt < GVG.GVG_CITY_OCCUPIED_NUMBER) {
await addGuardCity(configId, groupKey, cityId, guardCity.guardLeague);
guardLeagueCnt.set(guardCity.guardLeague, cnt + 1);
}
}
}
}
await calCityGuard(configId);
// 联军排行榜发放奖励
let leagueKeys = await findKeys(`${REDIS_KEY.GVG_BATTLE_LEAGUE_RANK}:${configId}:`);
@@ -584,6 +539,97 @@ export async function gvgBattleEnd() {
}
interface SortCities { cityType: number, cityId: number, index: number, league: string, score: number };
interface RankAndLastLeague { ranks: LeagueRankInfo[], lastLeague: string };
// 赛期末结算守城
export async function calCityGuard(configId: number) {
let sortCities = new Map<string, SortCities[]>(); // groupKey => cities
let rankByCity = new Map<string, Map<number, RankAndLastLeague>>(); // groupKey => city => {ranks, lastLeague}
await generateData(configId, sortCities, rankByCity);
for(let [groupKey, cities] of sortCities) {
let cityResult: number[] = [];
while(cityResult.length != cities.length) {
let sorted = cities
.filter(city => cityResult.indexOf(city.cityId) == -1)
.sort((a, b) => {
if(a.cityType != b.cityType) return a.cityType - b.cityType;
if(a.score != b.score) return b.score - a.score;
return b.cityId - a.cityId;
});
let guardLeagueCnt = new Map<string, number>();
for(let { league: leagueCode, cityId } of sorted) {
let cnt = guardLeagueCnt.get(leagueCode)||0;
if(cnt < GVG.GVG_CITY_OCCUPIED_NUMBER) {
await addGuardCity(configId, groupKey, cityId, leagueCode);
guardLeagueCnt.set(leagueCode, cnt + 1);
cityResult.push(cityId);
}
}
for(let city of cities) { // 没有成功防守到联军的城池,进行下一轮处理
if(cityResult.indexOf(city.cityId) != -1) continue;
if(city.index == -1) {
cityResult.push(city.cityId); continue;
}
let nextIndex = city.index + 1;
let { ranks, lastLeague } = rankByCity.get(groupKey)?.get(city.cityId)||{ ranks: [], lastLeague: '' };
if(ranks[nextIndex]) {
city.index = nextIndex;
city.league = ranks[nextIndex].code;
city.score = ranks[nextIndex].num;
} else {
if(lastLeague) {
city.index = -1;
city.league = lastLeague;
city.score = 0;
} else {
cityResult.push(city.cityId); continue;
}
}
}
}
}
}
// 结算守城处理数据
async function generateData(configId: number, sortCities: Map<string, SortCities[]>, rankByCity: Map<string, Map<number, RankAndLastLeague>>) {
let keys = await findKeys(`${REDIS_KEY.GVG_BATTLE_LEAGUE_RANK_BY_CITY}:${configId}:`);
let lastCities = await GVGCityModel.findByConfig(configId);
for(let key of keys) {
let [,, groupKey, _cityId] = key.split(':');
let cityId = parseInt(_cityId);
let dicCity = gameData.gvgCity.get(cityId);
if(!dicCity) continue;
let r = new Rank(REDIS_KEY.GVG_BATTLE_LEAGUE_RANK_BY_CITY, { configId, groupKey, cityId });
let ranks = <LeagueRankInfo[]>await r.getRankByRange();
let guardCity = lastCities.find(city => city.cityId == cityId && city.groupKey == groupKey);
if(!sortCities.has(groupKey)) sortCities.set(groupKey, []);
sortCities.get(groupKey).push({ cityType: dicCity.cityType, cityId, index: 0, league: ranks.length > 0? ranks[0].code: (guardCity?.guardLeague), score: ranks.length > 0? ranks[0].num: 0 });
if(!rankByCity.has(groupKey)) rankByCity.set(groupKey, new Map());
if(!rankByCity.get(groupKey).has(cityId)) rankByCity.get(groupKey).set(cityId, { ranks, lastLeague: guardCity?.guardLeague??'' })
}
for(let { groupKey, cityId, guardLeague } of lastCities) {
if(rankByCity.has(groupKey) && rankByCity.get(groupKey).has(cityId)) continue;
let dicCity = gameData.gvgCity.get(cityId);
if(!dicCity) continue;
if(!sortCities.has(groupKey)) sortCities.set(groupKey, []);
sortCities.get(groupKey).push({ cityType: dicCity.cityType, cityId, index: -1, league: guardLeague, score: 0 });
if(!rankByCity.has(groupKey)) rankByCity.set(groupKey, new Map());
if(!rankByCity.get(groupKey).has(cityId)) rankByCity.get(groupKey).set(cityId, { ranks: [], lastLeague: guardLeague||'' })
}
}
async function addGuardCity(configId: number, groupKey: string, cityId: number, leagueCode: string) {
let dicCity = gameData.gvgCity.get(cityId);
let dicCityAdd = gameData.gvgCityAdd.get(dicCity.cityType);