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