init
This commit is contained in:
@@ -1,325 +1,325 @@
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import { UserGuildModel, UserGuildType } from '../db/UserGuild';
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import { getArmyTrainJuDian, getGuildTrainGkInfo, getTrainBaseByLv } from '../pubUtils/data';
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import { nowSeconds, getZeroPoint, isToday, getSeconds, getZeroPointD } from '../pubUtils/timeUtil';
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import { GUILD_STRUCTURE, PUSH_ROUTE, SHOP_REFRESH_TYPE, WAR_TYPE } from '../consts';
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import { GuildTrainType, GuildTrainModel, TrainInstance } from '../db/GuildTrain';
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import { GuildModel, GuildType } from '../db/Guild';
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import { findWhere } from 'underscore';
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import { ARMY } from '../pubUtils/dicParam';
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import { lockData } from './redLockService';
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import { pinus } from 'pinus';
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import { MailModel, MailType } from '../db/Mail';
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import { resResult, getRandSingleEelm, shouldRefresh } from '../pubUtils/util';
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import { STATUS } from '../consts/statusCode';
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import { GuildTrainReportModel } from '../db/GuildTrainReport';
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import { DATA_NAME } from '../consts/dataName';
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import { sendMailByContent } from './mailService';
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import { MAIL_TYPE } from '../consts';
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import { getGuildChannelSid } from './chatChannelService';
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import { sendMessageToGuildWithSuc } from './pushService';
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import { gameData } from '../pubUtils/data';
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import { BattleRecordModel } from '../db/BattleRecord';
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/**
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* 获得userGuild,并检查,是否需要每日重置购买挑战次数和今日挑战次数,已经检查是否需要每周重置练兵场
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* @param roleId
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* @param serverId
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*/
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export async function refreshTrain(userGuild: UserGuildType, roleId: string, serverId: number) {
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let { trainCount, trainTime, buyTrainCount, guildCode} = userGuild;
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await resetTrain(guildCode, serverId);//检查重置练兵场
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if (trainTime < getZeroPoint()) {//重置挑战次数和购买次数
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trainCount = ARMY.ARMY_TRAIN_BUYTIMES;
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buyTrainCount = 0;
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userGuild = await UserGuildModel.updateInfo(roleId, {trainCount, trainTime: nowSeconds(), buyTrainCount}, {});
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}
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return userGuild;
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}
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export async function getTrainBoxRewardsResult(guildCode: string) {
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let guildTrains = await GuildTrainModel.findGuildTrain(guildCode);//获得未失效的宝箱奖励
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let resTrainBoxs = [];
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guildTrains.forEach(({ trainInstances, trainId }) => {
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let { trainInstances: instances } = getArmyTrainJuDian(trainId);
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let flag = false;
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let boxRewards = [];
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trainInstances.map(({ hid, progress, endTime, trainBoxs }) => {
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let isComplete = false;
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let instance = findWhere(instances, { hid });
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if (progress >= instance.progress) {
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isComplete = true;
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if (endTime > nowSeconds())
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flag = true;
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}
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boxRewards.push({ hid, recordBoxs: trainBoxs, trainId, endTime, isComplete });
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});
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if (flag) {
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resTrainBoxs.push({ trainId, boxRewards });
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}
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})
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return resTrainBoxs
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}
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/**
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* 领过的试炼宝箱不允许再领
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*
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* @export
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* @param {string} guildCode
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* @param {number[]} receivedTrainBox: {[英雄id]:[军团id]} 表示已经领取过该英雄奖励的军团
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* @return {*}
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*/
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export async function getTrainBoxRewardsResultWithoutAlreadyGeted(guildCode: string, receivedTrainBox: { [hid: number]: string[] }) {
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let guildTrains = await GuildTrainModel.findGuildTrain(guildCode);//获得未失效的宝箱奖励
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let resTrainBoxs = [];
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guildTrains.forEach(({ trainInstances, trainId }) => {
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let { trainInstances: instances } = getArmyTrainJuDian(trainId);
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let flag = false;
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let boxRewards = [];
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trainInstances.map(({ hid, progress, endTime, trainBoxs }) => {
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let isComplete = false;
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let instance = findWhere(instances, { hid });
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if (progress >= instance.progress) {
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isComplete = true;
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if (endTime > nowSeconds())
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flag = true;
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}
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// 在任何军团都未领取过 || 在本军团领取过 ==> 全部正常展示
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if (!receivedTrainBox[hid] || (receivedTrainBox[hid] && receivedTrainBox[hid].length > 0 && receivedTrainBox[hid].indexOf(guildCode) != -1)) {
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boxRewards.push({ hid, recordBoxs: trainBoxs, trainId, endTime, isComplete });
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} else {
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// 领取过,且不是在本军团领取的 ==> 置灰、奖励不可领取
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isComplete = false;
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endTime = 0;
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boxRewards.push({ hid, recordBoxs: trainBoxs, trainId, endTime, isComplete });
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}
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});
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if (flag) {
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resTrainBoxs.push({ trainId, boxRewards });
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}
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})
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return resTrainBoxs
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}
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/**
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* 获得未失效的试炼宝箱奖励
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* @param guildTrain
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*/
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export function getGuildTrainRewards (guildTrain) {
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let { trainInstances: instances } = getArmyTrainJuDian(guildTrain.trainId);
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let trainBoxs = guildTrain.trainInstances.map(({hid, trainBoxs, endTime})=>{
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let instance = findWhere(instances, { hid });
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let isComplete = false;
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if ( guildTrain.progress >= instance.progress)
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isComplete = true;
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return {hid, recordBoxs: trainBoxs, trainId: guildTrain.trainId, endTime, isComplete};
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})
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return { trainBoxs };
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}
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/**
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* 获得练兵场封装信息 练兵场关卡进度,排行榜,挑战次数,和练兵场升级奖励
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* @param guildTrain
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* @param roleId
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* @param trainCount
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* @param trainRewards
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*/
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export async function getGuildTrainInfo (guildTrain: GuildTrainType, roleId: string, trainCount:number, trainRewards: Array<number>) {
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let { trainId, isComplete, trainInstances, ranks } = guildTrain;
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let { trainInstances: dicInstances, trainLv } = getArmyTrainJuDian(trainId);
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let battleIds: number[] = [];
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for(let { hid } of dicInstances) {
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let trainInfo = getGuildTrainGkInfo(trainId, hid);
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if(trainInfo) battleIds.push(...trainInfo.difficulty);
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}
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let battleRecords = await BattleRecordModel.findByBattleIds(roleId, battleIds, 1);
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let resTrainInstances = trainInstances.map(({hid, progress, endTime})=>{
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let dicInstance = dicInstances.find(cur => cur.hid == hid);
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if(!dicInstance) return { hid, progress, endTime, isComplete: false, passedDifficult: [] }
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let trainInfo = getGuildTrainGkInfo(trainId, hid);
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let passedDifficult = trainInfo.difficulty.filter(warId => {
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let battleRecord = battleRecords.find(record => record.battleId == warId);
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return !!battleRecord;
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})
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let isComplete = progress >= dicInstance.progress;
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return {hid, progress, endTime, isComplete, passedDifficult };
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});
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let resGuildTrain = {trainId, isComplete, trainInstances: resTrainInstances, myRank: 0, ranks: [] };
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return { guildTrain: resGuildTrain, trainCount, trainRewards: transTrainReward(trainRewards, trainLv)};
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}
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/**
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* 解锁试炼trainId
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* @param code
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* @param trainId
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*/
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export async function unlockTrain(code: string, trainId: number) {
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let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
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if (!!guildTrain) {
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return guildTrain;
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}
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let { trainInstances } = getArmyTrainJuDian(trainId);
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// 初始化
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let instances:Array<TrainInstance> = trainInstances.map(trainInstance => {
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let t = new TrainInstance();
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t.hid = trainInstance.hid;
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t.progress = 0;
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t.endTime = 0;
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t.trainBoxs = [];
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return t;
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});
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guildTrain = await GuildTrainModel.openGuildTrain(code, trainId, instances);
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await GuildTrainReportModel.resetGuildTrainReport(code, trainId);
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await GuildModel.updateInfo(code, { trainId }, {});
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return guildTrain;
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}
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/**
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* 重置练兵场
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* @param code
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* @param serverId
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*/
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export async function resetTrain(code: string, serverId: number) {
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let res:any = await lockData(serverId, DATA_NAME.GUILD, code);//加锁
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if (!!res.err)
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return;
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let { structure, trainId, resetTrainTimeDaily } = await GuildModel.findGuild(code, serverId, 'structure trainId resetTrainTimeDaily');
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// 上周试炼到的trainId
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const currentTrainId = trainId;
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// if(trainId && shouldRefresh(resetTrainTimeDaily, new Date())) {
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// let { trainInstances } = getArmyTrainJuDian(trainId);
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// // 初始化
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// let instances = trainInstances.map(trainInstance => {
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// let t = new TrainInstance();
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// t.hid = trainInstance.hid;
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// t.progress = 0;
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// t.endTime = 0;
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// t.trainBoxs = [];
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// return t;
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// });
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// await GuildTrainModel.updateGuildTrain(code, trainId, { trainInstances: instances });
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// await GuildModel.updateInfo(code, { resetTrainTimeDaily: new Date() });
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// }
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let { lv } = findWhere(structure, {id: GUILD_STRUCTURE.TRAIN});
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let guild = await GuildModel.resetGuildTrain(code, serverId, lv);
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res.releaseCallback();//解锁
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if (!guild) {//不满足重置条件,结束并解锁
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return trainId;
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}
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const userGuildList = await UserGuildModel.getListByGuild(code, 'trainRewards roleId createdAt', {});
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const guildTrains = await GuildTrainModel.getGuildTrainBoxs(code);
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const minTrainIdOfCurrentLv = gameData.firstGuildTrainIdOfLv.get(lv);
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//结算未领取的宝箱奖励发送到邮件中
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userGuildList.forEach(async function ({roleId, trainRewards, createdAt}) {
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if (getZeroPoint(SHOP_REFRESH_TYPE.WEEKLY) < getSeconds(createdAt)) {
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// 此处发放的奖励是上周该军团的奖励; 如果本周一5AM之后,不发放
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return;
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}
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let goods: { id: number, count: number }[] = [];
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guildTrains.forEach(guildTrain=>{
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guildTrain.trainInstances.forEach(({ trainBoxs, hid })=>{
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if (!findWhere(trainBoxs, {roleId})) {
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let { heroRewards } = getGuildTrainGkInfo(guildTrain.trainId, hid);
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let good = getRandSingleEelm(heroRewards);
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goods.push(good);
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}
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})
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});
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for (let trainId = minTrainIdOfCurrentLv; trainId < currentTrainId; trainId++) {
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let { jinjieReward } = getArmyTrainJuDian(trainId);
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if (trainRewards.indexOf(trainId) === -1) {
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goods.push(...jinjieReward);
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}
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}
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if (!!goods.length) {
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await sendMailByContent(MAIL_TYPE.GUILD_TRAIN_REWARD, roleId, {
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params: [], goods
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});
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}
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});
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await sendMessageToGuildWithSuc(code, PUSH_ROUTE.GUILD_TRAIN_RESET, {});
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await GuildTrainModel.resetGuildTrain(code);//将开启的练兵场锁定
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await unlockTrain(code, guild.trainId);//开启练兵场1级
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// 只重置上周加入军团的玩家,本周加入的不重置
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await UserGuildModel.resetTrainUserGuildLastWeekJoinedIn(code);//重置玩家的挑战次数和购买挑战次数
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return trainId
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}
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/**
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* 检查并重置试炼
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* @param roleId
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* @param serverId
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*/
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export async function checkResetTrain(roleId: string, serverId: number) {
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let userGuild = await UserGuildModel.getMyGuild(roleId,'guildCode');
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if (!userGuild)
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return;
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await resetTrain(userGuild.guildCode, serverId);
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}
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/**
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* 成员退出删除排行奖励
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* @param guildCode
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* @param roleId
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* @param trainId
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*/
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export async function removeTrainRank(guildCode: string, roleId: string, trainId: number) {
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await GuildTrainModel.removeTrainRank(guildCode, roleId, trainId);
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}
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/**
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* 获取军团练兵场
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* @param roleId
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* @param guild
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* @param userGuild
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*/
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export async function getGuildTrainInstance(roleId: string, guild: GuildType, userGuild: UserGuildType) {
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let { trainId, trainLv, code } = guild;
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let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
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if (!guildTrain) return null
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let { trainCount, trainRewards, buyTrainCount } = userGuild;
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let result: any = await getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards);
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result.buyTrainCount = buyTrainCount || 0;
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result.trainLv = trainLv;
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return result;
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}
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/**
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* 检查某trainId是否可以领取
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* @param trainRewards 玩家记录中已经领取过了的试炼奖励id
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* @param trainId 玩家将要领取的试炼奖励id
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*/
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export function checkGuildTrainReward(trainRewards: number[], trainId: number) {
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let dicJudian = getArmyTrainJuDian(trainId);
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if(!dicJudian) return false;
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let sameIndexOfcurTrain = gameData.trainIdByIndex.get(dicJudian.index)||new Map();
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for(let [_lv, trainId] of sameIndexOfcurTrain) {
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if(trainRewards.indexOf(trainId) != -1) return false; // 领取过
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}
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return true
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}
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/**
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* 将玩家已经领取过的记录按照当前军团等级转换
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* @param lv 等级
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* @param trainRewards 玩家领取记录
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*/
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export function transTrainReward(trainRewards: number[], lv: number) {
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return trainRewards.map(trainId => {
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let dicJudian = getArmyTrainJuDian(trainId);
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let dicNewTrain = gameData.trainIdByIndex.get(dicJudian?.index)||new Map();
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return dicNewTrain?.get(lv)||0
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})
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}
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import { UserGuildModel, UserGuildType } from '@db/UserGuild';
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import { getArmyTrainJuDian, getGuildTrainGkInfo, getTrainBaseByLv } from '@pubUtils/data';
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import { nowSeconds, getZeroPoint, isToday, getSeconds, getZeroPointD } from '@pubUtils/timeUtil';
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import { GUILD_STRUCTURE, PUSH_ROUTE, SHOP_REFRESH_TYPE, WAR_TYPE } from '@consts';
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import { GuildTrainType, GuildTrainModel, TrainInstance } from '@db/GuildTrain';
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import { GuildModel, GuildType } from '@db/Guild';
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import { findWhere } from 'underscore';
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import { ARMY } from '@pubUtils/dicParam';
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import { lockData } from './redLockService';
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import { pinus } from 'pinus';
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import { MailModel, MailType } from '@db/Mail';
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import { resResult, getRandSingleEelm, shouldRefresh } from '@pubUtils/util';
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import { STATUS } from '@consts/statusCode';
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import { GuildTrainReportModel } from '@db/GuildTrainReport';
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import { DATA_NAME } from '@consts/dataName';
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import { sendMailByContent } from './mailService';
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import { MAIL_TYPE } from '@consts';
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import { getGuildChannelSid } from './chatChannelService';
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import { sendMessageToGuildWithSuc } from './pushService';
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import { gameData } from '@pubUtils/data';
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import { BattleRecordModel } from '@db/BattleRecord';
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/**
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* 获得userGuild,并检查,是否需要每日重置购买挑战次数和今日挑战次数,已经检查是否需要每周重置练兵场
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* @param roleId
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* @param serverId
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*/
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export async function refreshTrain(userGuild: UserGuildType, roleId: string, serverId: number) {
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let { trainCount, trainTime, buyTrainCount, guildCode} = userGuild;
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await resetTrain(guildCode, serverId);//检查重置练兵场
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if (trainTime < getZeroPoint()) {//重置挑战次数和购买次数
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trainCount = ARMY.ARMY_TRAIN_BUYTIMES;
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buyTrainCount = 0;
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userGuild = await UserGuildModel.updateInfo(roleId, {trainCount, trainTime: nowSeconds(), buyTrainCount}, {});
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}
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return userGuild;
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}
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export async function getTrainBoxRewardsResult(guildCode: string) {
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let guildTrains = await GuildTrainModel.findGuildTrain(guildCode);//获得未失效的宝箱奖励
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let resTrainBoxs = [];
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guildTrains.forEach(({ trainInstances, trainId }) => {
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let { trainInstances: instances } = getArmyTrainJuDian(trainId);
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let flag = false;
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let boxRewards = [];
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trainInstances.map(({ hid, progress, endTime, trainBoxs }) => {
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let isComplete = false;
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let instance = findWhere(instances, { hid });
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if (progress >= instance.progress) {
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isComplete = true;
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if (endTime > nowSeconds())
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flag = true;
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}
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boxRewards.push({ hid, recordBoxs: trainBoxs, trainId, endTime, isComplete });
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});
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if (flag) {
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resTrainBoxs.push({ trainId, boxRewards });
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||||
}
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||||
})
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return resTrainBoxs
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||||
}
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||||
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||||
/**
|
||||
* 领过的试炼宝箱不允许再领
|
||||
*
|
||||
* @export
|
||||
* @param {string} guildCode
|
||||
* @param {number[]} receivedTrainBox: {[英雄id]:[军团id]} 表示已经领取过该英雄奖励的军团
|
||||
* @return {*}
|
||||
*/
|
||||
export async function getTrainBoxRewardsResultWithoutAlreadyGeted(guildCode: string, receivedTrainBox: { [hid: number]: string[] }) {
|
||||
|
||||
let guildTrains = await GuildTrainModel.findGuildTrain(guildCode);//获得未失效的宝箱奖励
|
||||
let resTrainBoxs = [];
|
||||
guildTrains.forEach(({ trainInstances, trainId }) => {
|
||||
let { trainInstances: instances } = getArmyTrainJuDian(trainId);
|
||||
let flag = false;
|
||||
let boxRewards = [];
|
||||
trainInstances.map(({ hid, progress, endTime, trainBoxs }) => {
|
||||
let isComplete = false;
|
||||
let instance = findWhere(instances, { hid });
|
||||
if (progress >= instance.progress) {
|
||||
isComplete = true;
|
||||
if (endTime > nowSeconds())
|
||||
flag = true;
|
||||
}
|
||||
// 在任何军团都未领取过 || 在本军团领取过 ==> 全部正常展示
|
||||
if (!receivedTrainBox[hid] || (receivedTrainBox[hid] && receivedTrainBox[hid].length > 0 && receivedTrainBox[hid].indexOf(guildCode) != -1)) {
|
||||
boxRewards.push({ hid, recordBoxs: trainBoxs, trainId, endTime, isComplete });
|
||||
} else {
|
||||
// 领取过,且不是在本军团领取的 ==> 置灰、奖励不可领取
|
||||
isComplete = false;
|
||||
endTime = 0;
|
||||
boxRewards.push({ hid, recordBoxs: trainBoxs, trainId, endTime, isComplete });
|
||||
}
|
||||
|
||||
});
|
||||
if (flag) {
|
||||
resTrainBoxs.push({ trainId, boxRewards });
|
||||
}
|
||||
})
|
||||
return resTrainBoxs
|
||||
}
|
||||
|
||||
/**
|
||||
* 获得未失效的试炼宝箱奖励
|
||||
* @param guildTrain
|
||||
*/
|
||||
export function getGuildTrainRewards (guildTrain) {
|
||||
let { trainInstances: instances } = getArmyTrainJuDian(guildTrain.trainId);
|
||||
let trainBoxs = guildTrain.trainInstances.map(({hid, trainBoxs, endTime})=>{
|
||||
let instance = findWhere(instances, { hid });
|
||||
let isComplete = false;
|
||||
if ( guildTrain.progress >= instance.progress)
|
||||
isComplete = true;
|
||||
return {hid, recordBoxs: trainBoxs, trainId: guildTrain.trainId, endTime, isComplete};
|
||||
})
|
||||
return { trainBoxs };
|
||||
}
|
||||
/**
|
||||
* 获得练兵场封装信息 练兵场关卡进度,排行榜,挑战次数,和练兵场升级奖励
|
||||
* @param guildTrain
|
||||
* @param roleId
|
||||
* @param trainCount
|
||||
* @param trainRewards
|
||||
*/
|
||||
export async function getGuildTrainInfo (guildTrain: GuildTrainType, roleId: string, trainCount:number, trainRewards: Array<number>) {
|
||||
let { trainId, isComplete, trainInstances, ranks } = guildTrain;
|
||||
let { trainInstances: dicInstances, trainLv } = getArmyTrainJuDian(trainId);
|
||||
|
||||
let battleIds: number[] = [];
|
||||
for(let { hid } of dicInstances) {
|
||||
let trainInfo = getGuildTrainGkInfo(trainId, hid);
|
||||
if(trainInfo) battleIds.push(...trainInfo.difficulty);
|
||||
}
|
||||
|
||||
let battleRecords = await BattleRecordModel.findByBattleIds(roleId, battleIds, 1);
|
||||
|
||||
let resTrainInstances = trainInstances.map(({hid, progress, endTime})=>{
|
||||
let dicInstance = dicInstances.find(cur => cur.hid == hid);
|
||||
if(!dicInstance) return { hid, progress, endTime, isComplete: false, passedDifficult: [] }
|
||||
|
||||
let trainInfo = getGuildTrainGkInfo(trainId, hid);
|
||||
let passedDifficult = trainInfo.difficulty.filter(warId => {
|
||||
let battleRecord = battleRecords.find(record => record.battleId == warId);
|
||||
return !!battleRecord;
|
||||
})
|
||||
let isComplete = progress >= dicInstance.progress;
|
||||
return {hid, progress, endTime, isComplete, passedDifficult };
|
||||
});
|
||||
let resGuildTrain = {trainId, isComplete, trainInstances: resTrainInstances, myRank: 0, ranks: [] };
|
||||
|
||||
return { guildTrain: resGuildTrain, trainCount, trainRewards: transTrainReward(trainRewards, trainLv)};
|
||||
}
|
||||
/**
|
||||
* 解锁试炼trainId
|
||||
* @param code
|
||||
* @param trainId
|
||||
*/
|
||||
export async function unlockTrain(code: string, trainId: number) {
|
||||
let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
|
||||
if (!!guildTrain) {
|
||||
return guildTrain;
|
||||
}
|
||||
let { trainInstances } = getArmyTrainJuDian(trainId);
|
||||
// 初始化
|
||||
|
||||
let instances:Array<TrainInstance> = trainInstances.map(trainInstance => {
|
||||
let t = new TrainInstance();
|
||||
t.hid = trainInstance.hid;
|
||||
t.progress = 0;
|
||||
t.endTime = 0;
|
||||
t.trainBoxs = [];
|
||||
return t;
|
||||
});
|
||||
guildTrain = await GuildTrainModel.openGuildTrain(code, trainId, instances);
|
||||
await GuildTrainReportModel.resetGuildTrainReport(code, trainId);
|
||||
await GuildModel.updateInfo(code, { trainId }, {});
|
||||
|
||||
return guildTrain;
|
||||
}
|
||||
/**
|
||||
* 重置练兵场
|
||||
* @param code
|
||||
* @param serverId
|
||||
*/
|
||||
export async function resetTrain(code: string, serverId: number) {
|
||||
let res:any = await lockData(serverId, DATA_NAME.GUILD, code);//加锁
|
||||
if (!!res.err)
|
||||
return;
|
||||
let { structure, trainId, resetTrainTimeDaily } = await GuildModel.findGuild(code, serverId, 'structure trainId resetTrainTimeDaily');
|
||||
// 上周试炼到的trainId
|
||||
const currentTrainId = trainId;
|
||||
// if(trainId && shouldRefresh(resetTrainTimeDaily, new Date())) {
|
||||
// let { trainInstances } = getArmyTrainJuDian(trainId);
|
||||
// // 初始化
|
||||
// let instances = trainInstances.map(trainInstance => {
|
||||
// let t = new TrainInstance();
|
||||
// t.hid = trainInstance.hid;
|
||||
// t.progress = 0;
|
||||
// t.endTime = 0;
|
||||
// t.trainBoxs = [];
|
||||
// return t;
|
||||
// });
|
||||
// await GuildTrainModel.updateGuildTrain(code, trainId, { trainInstances: instances });
|
||||
// await GuildModel.updateInfo(code, { resetTrainTimeDaily: new Date() });
|
||||
// }
|
||||
|
||||
|
||||
let { lv } = findWhere(structure, {id: GUILD_STRUCTURE.TRAIN});
|
||||
let guild = await GuildModel.resetGuildTrain(code, serverId, lv);
|
||||
res.releaseCallback();//解锁
|
||||
if (!guild) {//不满足重置条件,结束并解锁
|
||||
return trainId;
|
||||
}
|
||||
const userGuildList = await UserGuildModel.getListByGuild(code, 'trainRewards roleId createdAt', {});
|
||||
const guildTrains = await GuildTrainModel.getGuildTrainBoxs(code);
|
||||
|
||||
const minTrainIdOfCurrentLv = gameData.firstGuildTrainIdOfLv.get(lv);
|
||||
//结算未领取的宝箱奖励发送到邮件中
|
||||
userGuildList.forEach(async function ({roleId, trainRewards, createdAt}) {
|
||||
if (getZeroPoint(SHOP_REFRESH_TYPE.WEEKLY) < getSeconds(createdAt)) {
|
||||
// 此处发放的奖励是上周该军团的奖励; 如果本周一5AM之后,不发放
|
||||
return;
|
||||
}
|
||||
let goods: { id: number, count: number }[] = [];
|
||||
guildTrains.forEach(guildTrain=>{
|
||||
guildTrain.trainInstances.forEach(({ trainBoxs, hid })=>{
|
||||
if (!findWhere(trainBoxs, {roleId})) {
|
||||
let { heroRewards } = getGuildTrainGkInfo(guildTrain.trainId, hid);
|
||||
let good = getRandSingleEelm(heroRewards);
|
||||
goods.push(good);
|
||||
}
|
||||
})
|
||||
});
|
||||
|
||||
for (let trainId = minTrainIdOfCurrentLv; trainId < currentTrainId; trainId++) {
|
||||
let { jinjieReward } = getArmyTrainJuDian(trainId);
|
||||
if (trainRewards.indexOf(trainId) === -1) {
|
||||
goods.push(...jinjieReward);
|
||||
}
|
||||
}
|
||||
if (!!goods.length) {
|
||||
await sendMailByContent(MAIL_TYPE.GUILD_TRAIN_REWARD, roleId, {
|
||||
params: [], goods
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
await sendMessageToGuildWithSuc(code, PUSH_ROUTE.GUILD_TRAIN_RESET, {});
|
||||
|
||||
await GuildTrainModel.resetGuildTrain(code);//将开启的练兵场锁定
|
||||
await unlockTrain(code, guild.trainId);//开启练兵场1级
|
||||
// 只重置上周加入军团的玩家,本周加入的不重置
|
||||
await UserGuildModel.resetTrainUserGuildLastWeekJoinedIn(code);//重置玩家的挑战次数和购买挑战次数
|
||||
return trainId
|
||||
}
|
||||
/**
|
||||
* 检查并重置试炼
|
||||
* @param roleId
|
||||
* @param serverId
|
||||
*/
|
||||
export async function checkResetTrain(roleId: string, serverId: number) {
|
||||
let userGuild = await UserGuildModel.getMyGuild(roleId,'guildCode');
|
||||
if (!userGuild)
|
||||
return;
|
||||
await resetTrain(userGuild.guildCode, serverId);
|
||||
}
|
||||
|
||||
/**
|
||||
* 成员退出删除排行奖励
|
||||
* @param guildCode
|
||||
* @param roleId
|
||||
* @param trainId
|
||||
*/
|
||||
export async function removeTrainRank(guildCode: string, roleId: string, trainId: number) {
|
||||
await GuildTrainModel.removeTrainRank(guildCode, roleId, trainId);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取军团练兵场
|
||||
* @param roleId
|
||||
* @param guild
|
||||
* @param userGuild
|
||||
*/
|
||||
export async function getGuildTrainInstance(roleId: string, guild: GuildType, userGuild: UserGuildType) {
|
||||
let { trainId, trainLv, code } = guild;
|
||||
let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
|
||||
if (!guildTrain) return null
|
||||
let { trainCount, trainRewards, buyTrainCount } = userGuild;
|
||||
let result: any = await getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards);
|
||||
result.buyTrainCount = buyTrainCount || 0;
|
||||
result.trainLv = trainLv;
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查某trainId是否可以领取
|
||||
* @param trainRewards 玩家记录中已经领取过了的试炼奖励id
|
||||
* @param trainId 玩家将要领取的试炼奖励id
|
||||
*/
|
||||
export function checkGuildTrainReward(trainRewards: number[], trainId: number) {
|
||||
let dicJudian = getArmyTrainJuDian(trainId);
|
||||
if(!dicJudian) return false;
|
||||
let sameIndexOfcurTrain = gameData.trainIdByIndex.get(dicJudian.index)||new Map();
|
||||
for(let [_lv, trainId] of sameIndexOfcurTrain) {
|
||||
if(trainRewards.indexOf(trainId) != -1) return false; // 领取过
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
/**
|
||||
* 将玩家已经领取过的记录按照当前军团等级转换
|
||||
* @param lv 等级
|
||||
* @param trainRewards 玩家领取记录
|
||||
*/
|
||||
export function transTrainReward(trainRewards: number[], lv: number) {
|
||||
return trainRewards.map(trainId => {
|
||||
let dicJudian = getArmyTrainJuDian(trainId);
|
||||
let dicNewTrain = gameData.trainIdByIndex.get(dicJudian?.index)||new Map();
|
||||
return dicNewTrain?.get(lv)||0
|
||||
})
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user