init
This commit is contained in:
@@ -1,454 +1,454 @@
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import { ITEM_CHANGE_REASON, LADDER_OPP_STATUS, LADDER_SERVER_GAP_TIME, LADDER_STATUS, MAIL_TYPE, PUSH_ROUTE, REDIS_KEY, TA_USERSET_TYPE } from "../consts";
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import { ArtifactModel } from "../db/Artifact";
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import { HeroModel, HeroType } from "../db/Hero";
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import { LadderMatchModel, LadderMatchType, LadderUpdateInter } from "../db/LadderMatch";
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import { LadderMatchRecModel, LadderMatchRecType } from "../db/LadderMatchRec";
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import { RoleModel, RoleType } from "../db/Role";
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import { LadderDataReturn, LadderDefense, LadderOppDetailReturn, LadderOppPlayerHeroInfo, LadderOppPlayerInDB, LadderOppPlayerInfo, LadderOppPlayerReturn } from "../domain/battleField/ladder";
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import { RoleAndGuildRankInfo, RoleRankInfo } from "../domain/rank";
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import { gameData, getDicLadderMatchByMyRank, getLadderRankReward } from "../pubUtils/data";
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import { EXTERIOR, LADDER } from "../pubUtils/dicParam";
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import { ItemInter, RewardInter } from "../pubUtils/interface";
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import { getRandValueByMinMax, shouldRefresh } from "../pubUtils/util";
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import { pushIconShow } from "./connectorService";
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import { sendMailByContent } from "./mailService";
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import { getHeroesAttributes } from "./playerCeService";
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import { sendMessageToUserWithSuc } from "./pushService";
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import { Rank } from "./rankService";
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import { getLadderDefCe, saveLadderDefCeByData } from "./redisService";
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import { addItems } from "./role/rewardService";
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import { combineItems } from "./role/util";
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import { reportTAUserSet } from "./sdkService";
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import { WarReward } from "./warRewardService";
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export function refreshLadderDaily(ladderData: LadderMatchType) {
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let { refOppCnt = 0, buyCnt = 0, challengeCnt = 0, refDaily } = ladderData;
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let curTime = new Date();
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let shouldRefOpp = shouldRefresh(refDaily, curTime);
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if (shouldRefOpp) {
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refOppCnt = 0; buyCnt = 0; challengeCnt = 0; refDaily = curTime;
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}
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return {
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shouldRefOpp,
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refOppCnt, refDaily, buyCnt, challengeCnt,
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}
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}
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export function getBuyCntCost(buyCnt: number, incCnt: number) {
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let items: ItemInter[] = [];
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for(let i = 1; i <= incCnt; i++) {
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let cost = getSingleBuyCost(buyCnt + i);
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if(!cost) return false;
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items.push(cost);
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}
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return combineItems(items);
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}
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function getSingleBuyCost(buyCnt: number) {
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for(let { id, count, times } of gameData.ladderConsume) {
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if(buyCnt <= times) {
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return { id, count }
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}
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}
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return false
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}
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export async function getLadderData(roleId: string, needOppPlayer: boolean) {
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let ladderData = await LadderMatchModel.findByRoleId(roleId);
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if(!ladderData) {
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let role = await RoleModel.findByRoleId(roleId);
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ladderData = await LadderMatchModel.createLadder({ serverId: role.serverId, roleId: role.roleId, role: role._id });
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}
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// 刷新次数
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let refOppObj = refreshLadderDaily(ladderData);
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if(refOppObj.shouldRefOpp) {
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ladderData = await LadderMatchModel.updateByRoleId(roleId, refOppObj);
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}
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let ladderRec = await LadderMatchRecModel.findNotCompleteRecByRoleId(roleId);
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let result = new LadderDataReturn();
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result.setLadderData(ladderData, ladderRec);
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if(needOppPlayer) {
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let oppPlayersReturn = await getLadderEnemies(ladderData);
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result.setOppPlayers(oppPlayersReturn);
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}
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return result;
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}
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export async function getLadderEnemies(ladderData: LadderMatchType) {
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let oppPlayers = ladderData.oppPlayers||[];
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if(!oppPlayers || oppPlayers.length) {
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return await getOppPlayerDetailByDb(ladderData.serverId, ladderData.oppPlayers);
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} else {
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return await refreshLadderEnemies(ladderData);
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}
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}
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async function getOppPlayerDetailByDb(serverId: number, oppPlayers: LadderOppPlayerInDB[]) {
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let oppPlayersReturn: LadderOppPlayerReturn[] = [];
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for(let oppPlayer of oppPlayers) {
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let player = await generateOppPlayer(serverId, oppPlayer.rank);
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oppPlayersReturn.push(player);
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}
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return oppPlayersReturn;
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}
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// 获取redis当中的玩家排名数据
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export async function getLadderMatchByRank(serverId: number, max: number|'+inf', min: number|'-inf') {
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let r = new Rank(REDIS_KEY.LADDER, { serverId }, false, 4000);
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let rawResults = await r.getRankByRangeRaw(max, min, false);
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return rawResults.map(cur => ({ rank: cur.scores[0], roleId: cur.field }))
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}
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export async function refreshLadderEnemies(ladderData: LadderMatchType, update: LadderUpdateInter = {}) {
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let rankNumbers = randOppRankNumbers(ladderData.rank); // 随机出想要的排名
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return await generateOppPlayers(rankNumbers, ladderData.serverId, ladderData.roleId, update);
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}
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export async function generateOppPlayers(rankNumbers: number[], serverId: number, roleId: string, update: LadderUpdateInter = {}) {
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let min = rankNumbers[0], max = rankNumbers[rankNumbers.length - 1];
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let ranks = await getLadderMatchByRank(serverId, max, min);
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let oppPlayers: LadderOppPlayerReturn[] = [], oppPlayersSave: LadderOppPlayerInDB[] = [];
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for(let rank of rankNumbers) {
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let player = await generateOppPlayer(serverId, rank);
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oppPlayersSave.push({ rank });
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oppPlayers.push(player);
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}
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await LadderMatchModel.updateByRoleId(roleId, { ...update, oppPlayers: oppPlayersSave });
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return oppPlayers
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}
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async function generateOppPlayer(serverId: number, rank: number) {
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let r = new Rank(REDIS_KEY.LADDER, { serverId }, false);
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let result = new LadderOppPlayerReturn(rank);
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if(rank < 3001) {
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let players = <RoleRankInfo[]>await r.getRankByRange(rank, rank, false, true);
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if(players.length > 0) {
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let player = players[0];
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let defCe = await getLadderDefCe(player.roleId);
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result.setByRedis(player, parseInt(`${defCe}`));
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}
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}
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if(!result.roleId) {
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let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rank);
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result.setByRobot(dicLadderDifficultRatio);
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}
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return result;
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}
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function randOppRankNumbers(myRank: number) {
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let dicLadderMatch = getDicLadderMatchByMyRank(myRank);
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if(!dicLadderMatch) return new Array(5).fill(3001);
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let beforeRanks = randomRank(true, myRank, dicLadderMatch.rangeBeforeMax, dicLadderMatch.rangeBeforeNum);
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let afterRanks = randomRank(false, myRank, dicLadderMatch.rangeAfterMax, dicLadderMatch.rangeAfterNum);
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let topTen = getNumberArr(1, 10);
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let ranks = [...topTen, ...beforeRanks, ...afterRanks];
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return uniqueArr(ranks.sort((a, b) => a - b));
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}
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export function uniqueArr<T>(arr: T[]) {
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return arr.filter( (item, index, arr) => {
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//当前元素,在原始数组中的第一个索引==当前索引值,否则返回当前元素
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return arr.indexOf(item) === index;
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});
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}
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export function getNumberArr(from: number, to: number) {
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let arr: number[] = [];
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for(let i = from; i <= to; i++) {
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if(i > 0) arr.push(i);
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}
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return arr;
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}
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function randomRank(isBefore: boolean, myRank: number, range: number, len: number) {
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if(range == 0 || len == 0) return [];
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let arr: number[] = [];
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let n = Math.floor(range / len);
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for(let i = 0; i < len; i++) {
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let rand = getRandValueByMinMax(n * i + 1, n * (i + 1) + 1, 0); // 因为这个的范围是[min, max),而想要的是 (n * i, n * (i - 1)]
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if(rand) {
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let ratio = isBefore? -1: 1;
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let rank = myRank + ratio * rand;
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if( rank > 3001) rank = 3002;
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arr.push(rank);
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}
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}
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return arr;
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}
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export function checkRank(myRank: number, targetRank: number) {
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let dicLadderMatch = getDicLadderMatchByMyRank(myRank);
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if(!dicLadderMatch) {
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if(myRank == 0 && targetRank == 3001) return true;
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return false
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}
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if(myRank == targetRank) return false;
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if(targetRank <= 10) {
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return dicLadderMatch.topChallenge == 1;
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} else {
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if(myRank < targetRank) { // 向后打
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if(myRank + dicLadderMatch.rangeAfterMax < targetRank) return false;
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} else { // 向前打
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if(myRank - dicLadderMatch.rangeBeforeMax > targetRank) return false;
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}
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}
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return true;
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}
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export async function getLadderOppStatus(ladderData: LadderMatchType, targetRoleId: string, myRank: number, rank: number) {
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if(ladderData.rank != myRank) return { status: LADDER_OPP_STATUS.MY_RANK_CHANGE };
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let isRobot = targetRoleId.startsWith('robot');
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if(isRobot) {
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if(rank <= 3000) {
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let hisLadderData = await LadderMatchRecModel.checkByRank(ladderData.serverId, `robot${rank}`);
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if(hisLadderData) return { status: LADDER_OPP_STATUS.OPP_IS_LOCKED };
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let ladderMatch = await LadderMatchModel.isRankExist(ladderData.serverId, rank);
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if(ladderMatch) {
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return { status: LADDER_OPP_STATUS.OPP_RANK_CHANGE };
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}
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}
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return { status: LADDER_OPP_STATUS.BATTLE, isRobot: true };
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} else {
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let ladderMatch = await LadderMatchModel.findByRoleId(targetRoleId);
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if(!ladderMatch || ladderMatch.rank != rank) {
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return { status: LADDER_OPP_STATUS.OPP_RANK_CHANGE };
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}
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let hisLadderData = await LadderMatchModel.lock(ladderData.serverId, targetRoleId, rank);
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if(!hisLadderData) return { status: LADDER_OPP_STATUS.OPP_IS_LOCKED };
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return { status: LADDER_OPP_STATUS.BATTLE, isRobot: false, hisLadderData };
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}
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}
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/**
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*
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* @param isRobot 是否是机器
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* @param isDefense 是攻还是守方
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* @param rank 排名
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* @param ladderData 需要populate过的ladderMatch表
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* @returns
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*/
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export async function generateInitRecInfo(isRobot: boolean, isDefense: boolean, rank: number, ladderData: LadderMatchType) {
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if(isRobot) {
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let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rank);
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let dicWar = gameData.war.get(dicLadderDifficultRatio.gkId);
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let dicWarJson = gameData.warJson.get(dicWar.dispatchJsonId)||[];
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let heroes: LadderOppPlayerHeroInfo[] = [];
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for(let json of dicWarJson) {
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if(json.relation == 2) {
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let hero = new LadderOppPlayerHeroInfo();
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hero.setByWarJson(json);
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heroes.push(hero);
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}
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}
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let info = new LadderOppPlayerInfo();
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info.initByRobot(dicLadderDifficultRatio, heroes, isDefense);
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return info;
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} else {
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let defCe = calculateDefCeByDefense(ladderData.defense);
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let role = <RoleType>ladderData.role;
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let heroes: LadderOppPlayerHeroInfo[] = [];
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if(isDefense) { // 防守方可以将武将也存入,攻方要等出战
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let defenseHeroes = ladderData.defense?.heroes||[];
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for(let defenseHero of defenseHeroes) {
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let hero = new LadderOppPlayerHeroInfo();
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let dbHero = <HeroType>defenseHero.hero;
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hero.setByDefenseHero(dbHero);
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if(dbHero && dbHero.artifact) {
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let artifact = await ArtifactModel.findbySeqId(role.roleId, dbHero.artifact);
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hero.setArtifact(artifact);
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}
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if(defenseHero.subHid) {
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let subHero = await HeroModel.findByHidAndRole(defenseHero.subHid, role.roleId, 'hid skinId');
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hero.setSubHero(subHero)
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}
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heroes.push(hero);
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}
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}
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let info = new LadderOppPlayerInfo();
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info.initByPlayer(rank, role, heroes, defCe, isDefense);
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return info;
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}
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}
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function calculateDefCeByDefense(defense: LadderDefense) {
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if(!defense) return 0;
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let ce = 0;
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for(let hero of defense.heroes) {
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ce += hero.ce;
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}
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return ce;
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}
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export async function ladderTimeWillout(battleCode: string, status: LADDER_STATUS) {
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console.log('######### ladderTimeWillout')
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if (status == LADDER_STATUS.BATTLE) {
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let rec = await LadderMatchRecModel.findByBattleCode(battleCode);
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await sendMessageToUserWithSuc(rec.roleId1, PUSH_ROUTE.LADDER_BATTLE_STOP, { battleCode });
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}
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}
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export async function ladderTimeout(battleCode: string, status: LADDER_STATUS) {
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console.log('######### ladderTimeout')
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let rec = await LadderMatchRecModel.timeout(battleCode);
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// console.log('##### rec.defenseInfo', rec.defenseInfo, rec.defenseInfo.isRobot, rec.defenseInfo.roleId)
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if(rec.defenseInfo && !rec.defenseInfo.isRobot) await LadderMatchModel.unlock(rec.serverId, rec.defenseInfo.roleId);
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if(status == LADDER_STATUS.CHECK) {
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await sendMessageToUserWithSuc(rec.roleId1, PUSH_ROUTE.LADDER_CHECK_STOP, { battleCode });
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}
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}
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/**
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* 结算时候设置排行、发送推送、刷新对手、发送跑马灯
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* @param ladderMatch
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* @param isAtk
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* @returns
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*/
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export async function battleEndWhenChange(atkLadderMatch: LadderMatchType, defLadderMatch: LadderMatchType, needRefresh: boolean) {
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await updateLadderRedis(atkLadderMatch);
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await updateLadderRedis(defLadderMatch);
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if(atkLadderMatch) reportTAUserSet(TA_USERSET_TYPE.SET, atkLadderMatch.roleId, { ladder_rank: atkLadderMatch.rank });
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if(defLadderMatch) reportTAUserSet(TA_USERSET_TYPE.SET, defLadderMatch.roleId, { ladder_rank: defLadderMatch.rank });
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await refreshOpp(defLadderMatch, needRefresh);
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return await refreshOpp(atkLadderMatch, needRefresh);
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}
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async function updateLadderRedis(ladderMatch: LadderMatchType) {
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if(!ladderMatch) return;
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// 更新redis
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if(ladderMatch.rank > 0 && ladderMatch.rank < 3001) {
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let r = new Rank(REDIS_KEY.LADDER, { serverId: ladderMatch.serverId });
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await r.setRankWithRoleInfo(ladderMatch.roleId, ladderMatch.rank, 0);
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await saveLadderDefCeByData(ladderMatch.roleId, ladderMatch);
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}
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}
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async function refreshOpp(ladderMatch: LadderMatchType, needRefresh: boolean) {
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if(!ladderMatch) return []
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// 刷新对手
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if(needRefresh) {
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let oppPlayers = await refreshLadderEnemies(ladderMatch);
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await sendMessageToUserWithSuc(ladderMatch.roleId, PUSH_ROUTE.LADDER_RANK_UPDATE, {
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oldRank: ladderMatch.oldRank,
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newRank: ladderMatch.rank,
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oppPlayers
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});
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return oppPlayers
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} else {
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return []
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}
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}
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export async function ladderBattleEndReward(roleId: string, roleName: string, sid: string, rank: number, isSuccess: boolean, historyRank: number, num: number) {
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let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rank);
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if(!dicLadderDifficultRatio) return { battleGoods: [], breakGoods: [] };
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let warReward = new WarReward(roleId, roleName, sid, dicLadderDifficultRatio.gkId, isSuccess);
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warReward.setLadderReward(dicLadderDifficultRatio.randomWinReward, true);
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warReward.setLadderReward(dicLadderDifficultRatio.randomFailReward, false);
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let battleGoods = await warReward.saveReward(num);
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let breakRewards: RewardInter[] = [];
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for(let i = historyRank - 1; i >= rank; i--) {
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let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(i);
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breakRewards.push(...(dicLadderDifficultRatio?.onceReward||[]));
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}
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let breakGoods = breakRewards.length > 0? await addItems(roleId, roleName, sid, combineItems(breakRewards), ITEM_CHANGE_REASON.LADDER_BATTLE_REWARD): [];
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return { battleGoods, breakGoods };
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}
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export function completeLadderRanks(ranks: RoleAndGuildRankInfo[], serverId: number) {
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let result: RoleAndGuildRankInfo[] = [];
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for(let i = 1; i <= 200; i++) {
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let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(i);
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let { head, ce, spine, level } = dicLadderDifficultRatio;
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let rank = ranks.find(cur => cur.rank == i);
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if(rank) {
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result.push(rank);
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} else {
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let rank = new RoleAndGuildRankInfo(i, 0);
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rank.setByField(`robot${i}`, LADDER.LADDER_ROBOT_NAME, head, EXTERIOR.EXTERIOR_FACECASE, spine, level, 1, '', ce, ce, serverId );
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result.push(rank);
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}
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}
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return result;
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}
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export function completeRanks(ranks: RoleAndGuildRankInfo[]) {
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let max = Math.max(...ranks.map(cur => cur.rank), 0);
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if(max > 200) max = 200;
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let result: RoleAndGuildRankInfo[] = [];
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for(let i = 1; i <= max; i++) {
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let rank = ranks.find(cur => cur.rank == i);
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if(rank) {
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result.push(rank);
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} else {
|
||||
let rank = new RoleAndGuildRankInfo(i, 0);
|
||||
result.push(rank);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
export async function sendLadderDailyReward(serverId: number) {
|
||||
let ranks = await getLadderMatchByRank(serverId, '+inf', '-inf');
|
||||
for(let { rank, roleId } of ranks) {
|
||||
let dicRankReward = getLadderRankReward(rank);
|
||||
if(dicRankReward && dicRankReward.reward && dicRankReward.reward.length > 0) {
|
||||
await sendMailByContent(MAIL_TYPE.LADDER, roleId, { params: [`${rank}`], goods: dicRankReward.reward });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export async function getLadderOppDetailData(rec: LadderMatchRecType) {
|
||||
let isRobot = rec.defenseInfo.isRobot;
|
||||
let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rec.defenseInfo.oldRank);
|
||||
let result = new LadderOppDetailReturn(rec);
|
||||
if(isRobot) {
|
||||
result.setByRobot(dicLadderDifficultRatio);
|
||||
} else {
|
||||
let hisLadderData = await LadderMatchModel.findByRoleIdAndInclude(rec.roleId2);
|
||||
let dicWar = gameData.war.get(dicLadderDifficultRatio.gkId);
|
||||
let dicWarJson = gameData.warJson.get(dicWar.dispatchJsonId);
|
||||
let artifactSeids = [], subHids: number[] = [];
|
||||
for(let { hero, subHid } of hisLadderData.defense.heroes) {
|
||||
let dbHero = <HeroType>hero;
|
||||
if(dbHero) artifactSeids.push(dbHero.artifact);
|
||||
if(subHid) subHids.push(subHid);
|
||||
}
|
||||
|
||||
let artifacts = await ArtifactModel.findbySeqIds(rec.roleId2, artifactSeids);
|
||||
let subHeroes = await HeroModel.findByHidRange(subHids, rec.roleId2, 'hid skinId');
|
||||
result.setByPlayer(hisLadderData, dicWarJson, artifacts, subHeroes);
|
||||
let attrByHid = await getHeroesAttributes(rec.roleId2);
|
||||
for(let [hid, attribute] of attrByHid) {
|
||||
result.setAttribute(hid, attribute.getAttributesToString());
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
export async function pushLadderIconShow(roleId: string, ladderIconShow:boolean) {
|
||||
if (!roleId) return;
|
||||
await pushIconShow(roleId, ladderIconShow);
|
||||
}
|
||||
|
||||
export async function getIsExistLadderDefense(roleId: string) {
|
||||
let ladderData = await LadderMatchModel.findByRoleId(roleId);
|
||||
if (!ladderData || !ladderData.defense || !ladderData.defense.heroes) return false;
|
||||
return true;
|
||||
}
|
||||
import { ITEM_CHANGE_REASON, LADDER_OPP_STATUS, LADDER_SERVER_GAP_TIME, LADDER_STATUS, MAIL_TYPE, PUSH_ROUTE, REDIS_KEY, TA_USERSET_TYPE } from "@consts";
|
||||
import { ArtifactModel } from "@db/Artifact";
|
||||
import { HeroModel, HeroType } from "@db/Hero";
|
||||
import { LadderMatchModel, LadderMatchType, LadderUpdateInter } from "@db/LadderMatch";
|
||||
import { LadderMatchRecModel, LadderMatchRecType } from "@db/LadderMatchRec";
|
||||
import { RoleModel, RoleType } from "@db/Role";
|
||||
import { LadderDataReturn, LadderDefense, LadderOppDetailReturn, LadderOppPlayerHeroInfo, LadderOppPlayerInDB, LadderOppPlayerInfo, LadderOppPlayerReturn } from "@domain/battleField/ladder";
|
||||
import { RoleAndGuildRankInfo, RoleRankInfo } from "@domain/rank";
|
||||
import { gameData, getDicLadderMatchByMyRank, getLadderRankReward } from "@pubUtils/data";
|
||||
import { EXTERIOR, LADDER } from "@pubUtils/dicParam";
|
||||
import { ItemInter, RewardInter } from "@pubUtils/interface";
|
||||
import { getRandValueByMinMax, shouldRefresh } from "@pubUtils/util";
|
||||
import { pushIconShow } from "./connectorService";
|
||||
import { sendMailByContent } from "./mailService";
|
||||
import { getHeroesAttributes } from "./playerCeService";
|
||||
import { sendMessageToUserWithSuc } from "./pushService";
|
||||
import { Rank } from "./rankService";
|
||||
import { getLadderDefCe, saveLadderDefCeByData } from "./redisService";
|
||||
import { addItems } from "./role/rewardService";
|
||||
import { combineItems } from "./role/util";
|
||||
import { reportTAUserSet } from "./sdkService";
|
||||
import { WarReward } from "./warRewardService";
|
||||
|
||||
export function refreshLadderDaily(ladderData: LadderMatchType) {
|
||||
|
||||
let { refOppCnt = 0, buyCnt = 0, challengeCnt = 0, refDaily } = ladderData;
|
||||
let curTime = new Date();
|
||||
let shouldRefOpp = shouldRefresh(refDaily, curTime);
|
||||
if (shouldRefOpp) {
|
||||
refOppCnt = 0; buyCnt = 0; challengeCnt = 0; refDaily = curTime;
|
||||
}
|
||||
return {
|
||||
shouldRefOpp,
|
||||
refOppCnt, refDaily, buyCnt, challengeCnt,
|
||||
}
|
||||
}
|
||||
|
||||
export function getBuyCntCost(buyCnt: number, incCnt: number) {
|
||||
let items: ItemInter[] = [];
|
||||
for(let i = 1; i <= incCnt; i++) {
|
||||
let cost = getSingleBuyCost(buyCnt + i);
|
||||
if(!cost) return false;
|
||||
items.push(cost);
|
||||
}
|
||||
return combineItems(items);
|
||||
}
|
||||
|
||||
function getSingleBuyCost(buyCnt: number) {
|
||||
for(let { id, count, times } of gameData.ladderConsume) {
|
||||
if(buyCnt <= times) {
|
||||
return { id, count }
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
export async function getLadderData(roleId: string, needOppPlayer: boolean) {
|
||||
let ladderData = await LadderMatchModel.findByRoleId(roleId);
|
||||
if(!ladderData) {
|
||||
let role = await RoleModel.findByRoleId(roleId);
|
||||
ladderData = await LadderMatchModel.createLadder({ serverId: role.serverId, roleId: role.roleId, role: role._id });
|
||||
}
|
||||
|
||||
// 刷新次数
|
||||
let refOppObj = refreshLadderDaily(ladderData);
|
||||
if(refOppObj.shouldRefOpp) {
|
||||
ladderData = await LadderMatchModel.updateByRoleId(roleId, refOppObj);
|
||||
}
|
||||
|
||||
let ladderRec = await LadderMatchRecModel.findNotCompleteRecByRoleId(roleId);
|
||||
|
||||
let result = new LadderDataReturn();
|
||||
result.setLadderData(ladderData, ladderRec);
|
||||
|
||||
if(needOppPlayer) {
|
||||
let oppPlayersReturn = await getLadderEnemies(ladderData);
|
||||
result.setOppPlayers(oppPlayersReturn);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
export async function getLadderEnemies(ladderData: LadderMatchType) {
|
||||
let oppPlayers = ladderData.oppPlayers||[];
|
||||
if(!oppPlayers || oppPlayers.length) {
|
||||
return await getOppPlayerDetailByDb(ladderData.serverId, ladderData.oppPlayers);
|
||||
} else {
|
||||
return await refreshLadderEnemies(ladderData);
|
||||
}
|
||||
}
|
||||
|
||||
async function getOppPlayerDetailByDb(serverId: number, oppPlayers: LadderOppPlayerInDB[]) {
|
||||
let oppPlayersReturn: LadderOppPlayerReturn[] = [];
|
||||
for(let oppPlayer of oppPlayers) {
|
||||
let player = await generateOppPlayer(serverId, oppPlayer.rank);
|
||||
oppPlayersReturn.push(player);
|
||||
}
|
||||
return oppPlayersReturn;
|
||||
}
|
||||
|
||||
// 获取redis当中的玩家排名数据
|
||||
export async function getLadderMatchByRank(serverId: number, max: number|'+inf', min: number|'-inf') {
|
||||
let r = new Rank(REDIS_KEY.LADDER, { serverId }, false, 4000);
|
||||
let rawResults = await r.getRankByRangeRaw(max, min, false);
|
||||
return rawResults.map(cur => ({ rank: cur.scores[0], roleId: cur.field }))
|
||||
}
|
||||
|
||||
export async function refreshLadderEnemies(ladderData: LadderMatchType, update: LadderUpdateInter = {}) {
|
||||
let rankNumbers = randOppRankNumbers(ladderData.rank); // 随机出想要的排名
|
||||
return await generateOppPlayers(rankNumbers, ladderData.serverId, ladderData.roleId, update);
|
||||
}
|
||||
|
||||
export async function generateOppPlayers(rankNumbers: number[], serverId: number, roleId: string, update: LadderUpdateInter = {}) {
|
||||
let min = rankNumbers[0], max = rankNumbers[rankNumbers.length - 1];
|
||||
let ranks = await getLadderMatchByRank(serverId, max, min);
|
||||
|
||||
let oppPlayers: LadderOppPlayerReturn[] = [], oppPlayersSave: LadderOppPlayerInDB[] = [];
|
||||
for(let rank of rankNumbers) {
|
||||
let player = await generateOppPlayer(serverId, rank);
|
||||
oppPlayersSave.push({ rank });
|
||||
oppPlayers.push(player);
|
||||
}
|
||||
await LadderMatchModel.updateByRoleId(roleId, { ...update, oppPlayers: oppPlayersSave });
|
||||
return oppPlayers
|
||||
}
|
||||
|
||||
async function generateOppPlayer(serverId: number, rank: number) {
|
||||
let r = new Rank(REDIS_KEY.LADDER, { serverId }, false);
|
||||
let result = new LadderOppPlayerReturn(rank);
|
||||
if(rank < 3001) {
|
||||
let players = <RoleRankInfo[]>await r.getRankByRange(rank, rank, false, true);
|
||||
if(players.length > 0) {
|
||||
let player = players[0];
|
||||
let defCe = await getLadderDefCe(player.roleId);
|
||||
result.setByRedis(player, parseInt(`${defCe}`));
|
||||
}
|
||||
}
|
||||
if(!result.roleId) {
|
||||
let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rank);
|
||||
result.setByRobot(dicLadderDifficultRatio);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
function randOppRankNumbers(myRank: number) {
|
||||
let dicLadderMatch = getDicLadderMatchByMyRank(myRank);
|
||||
if(!dicLadderMatch) return new Array(5).fill(3001);
|
||||
|
||||
let beforeRanks = randomRank(true, myRank, dicLadderMatch.rangeBeforeMax, dicLadderMatch.rangeBeforeNum);
|
||||
let afterRanks = randomRank(false, myRank, dicLadderMatch.rangeAfterMax, dicLadderMatch.rangeAfterNum);
|
||||
|
||||
let topTen = getNumberArr(1, 10);
|
||||
let ranks = [...topTen, ...beforeRanks, ...afterRanks];
|
||||
return uniqueArr(ranks.sort((a, b) => a - b));
|
||||
}
|
||||
|
||||
export function uniqueArr<T>(arr: T[]) {
|
||||
return arr.filter( (item, index, arr) => {
|
||||
//当前元素,在原始数组中的第一个索引==当前索引值,否则返回当前元素
|
||||
return arr.indexOf(item) === index;
|
||||
});
|
||||
}
|
||||
|
||||
export function getNumberArr(from: number, to: number) {
|
||||
let arr: number[] = [];
|
||||
for(let i = from; i <= to; i++) {
|
||||
if(i > 0) arr.push(i);
|
||||
}
|
||||
return arr;
|
||||
}
|
||||
|
||||
function randomRank(isBefore: boolean, myRank: number, range: number, len: number) {
|
||||
if(range == 0 || len == 0) return [];
|
||||
let arr: number[] = [];
|
||||
let n = Math.floor(range / len);
|
||||
for(let i = 0; i < len; i++) {
|
||||
let rand = getRandValueByMinMax(n * i + 1, n * (i + 1) + 1, 0); // 因为这个的范围是[min, max),而想要的是 (n * i, n * (i - 1)]
|
||||
if(rand) {
|
||||
let ratio = isBefore? -1: 1;
|
||||
let rank = myRank + ratio * rand;
|
||||
if( rank > 3001) rank = 3002;
|
||||
arr.push(rank);
|
||||
}
|
||||
}
|
||||
return arr;
|
||||
}
|
||||
|
||||
export function checkRank(myRank: number, targetRank: number) {
|
||||
let dicLadderMatch = getDicLadderMatchByMyRank(myRank);
|
||||
if(!dicLadderMatch) {
|
||||
if(myRank == 0 && targetRank == 3001) return true;
|
||||
return false
|
||||
}
|
||||
if(myRank == targetRank) return false;
|
||||
if(targetRank <= 10) {
|
||||
return dicLadderMatch.topChallenge == 1;
|
||||
} else {
|
||||
if(myRank < targetRank) { // 向后打
|
||||
if(myRank + dicLadderMatch.rangeAfterMax < targetRank) return false;
|
||||
} else { // 向前打
|
||||
if(myRank - dicLadderMatch.rangeBeforeMax > targetRank) return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
export async function getLadderOppStatus(ladderData: LadderMatchType, targetRoleId: string, myRank: number, rank: number) {
|
||||
if(ladderData.rank != myRank) return { status: LADDER_OPP_STATUS.MY_RANK_CHANGE };
|
||||
let isRobot = targetRoleId.startsWith('robot');
|
||||
|
||||
if(isRobot) {
|
||||
if(rank <= 3000) {
|
||||
let hisLadderData = await LadderMatchRecModel.checkByRank(ladderData.serverId, `robot${rank}`);
|
||||
if(hisLadderData) return { status: LADDER_OPP_STATUS.OPP_IS_LOCKED };
|
||||
|
||||
let ladderMatch = await LadderMatchModel.isRankExist(ladderData.serverId, rank);
|
||||
if(ladderMatch) {
|
||||
return { status: LADDER_OPP_STATUS.OPP_RANK_CHANGE };
|
||||
}
|
||||
}
|
||||
|
||||
return { status: LADDER_OPP_STATUS.BATTLE, isRobot: true };
|
||||
} else {
|
||||
let ladderMatch = await LadderMatchModel.findByRoleId(targetRoleId);
|
||||
if(!ladderMatch || ladderMatch.rank != rank) {
|
||||
return { status: LADDER_OPP_STATUS.OPP_RANK_CHANGE };
|
||||
}
|
||||
let hisLadderData = await LadderMatchModel.lock(ladderData.serverId, targetRoleId, rank);
|
||||
if(!hisLadderData) return { status: LADDER_OPP_STATUS.OPP_IS_LOCKED };
|
||||
|
||||
return { status: LADDER_OPP_STATUS.BATTLE, isRobot: false, hisLadderData };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param isRobot 是否是机器
|
||||
* @param isDefense 是攻还是守方
|
||||
* @param rank 排名
|
||||
* @param ladderData 需要populate过的ladderMatch表
|
||||
* @returns
|
||||
*/
|
||||
export async function generateInitRecInfo(isRobot: boolean, isDefense: boolean, rank: number, ladderData: LadderMatchType) {
|
||||
if(isRobot) {
|
||||
let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rank);
|
||||
let dicWar = gameData.war.get(dicLadderDifficultRatio.gkId);
|
||||
let dicWarJson = gameData.warJson.get(dicWar.dispatchJsonId)||[];
|
||||
|
||||
let heroes: LadderOppPlayerHeroInfo[] = [];
|
||||
for(let json of dicWarJson) {
|
||||
if(json.relation == 2) {
|
||||
let hero = new LadderOppPlayerHeroInfo();
|
||||
hero.setByWarJson(json);
|
||||
heroes.push(hero);
|
||||
}
|
||||
}
|
||||
let info = new LadderOppPlayerInfo();
|
||||
info.initByRobot(dicLadderDifficultRatio, heroes, isDefense);
|
||||
return info;
|
||||
} else {
|
||||
let defCe = calculateDefCeByDefense(ladderData.defense);
|
||||
let role = <RoleType>ladderData.role;
|
||||
let heroes: LadderOppPlayerHeroInfo[] = [];
|
||||
if(isDefense) { // 防守方可以将武将也存入,攻方要等出战
|
||||
let defenseHeroes = ladderData.defense?.heroes||[];
|
||||
for(let defenseHero of defenseHeroes) {
|
||||
let hero = new LadderOppPlayerHeroInfo();
|
||||
let dbHero = <HeroType>defenseHero.hero;
|
||||
hero.setByDefenseHero(dbHero);
|
||||
if(dbHero && dbHero.artifact) {
|
||||
let artifact = await ArtifactModel.findbySeqId(role.roleId, dbHero.artifact);
|
||||
hero.setArtifact(artifact);
|
||||
}
|
||||
if(defenseHero.subHid) {
|
||||
let subHero = await HeroModel.findByHidAndRole(defenseHero.subHid, role.roleId, 'hid skinId');
|
||||
hero.setSubHero(subHero)
|
||||
}
|
||||
heroes.push(hero);
|
||||
}
|
||||
}
|
||||
let info = new LadderOppPlayerInfo();
|
||||
info.initByPlayer(rank, role, heroes, defCe, isDefense);
|
||||
return info;
|
||||
}
|
||||
}
|
||||
|
||||
function calculateDefCeByDefense(defense: LadderDefense) {
|
||||
if(!defense) return 0;
|
||||
let ce = 0;
|
||||
for(let hero of defense.heroes) {
|
||||
ce += hero.ce;
|
||||
}
|
||||
return ce;
|
||||
}
|
||||
|
||||
export async function ladderTimeWillout(battleCode: string, status: LADDER_STATUS) {
|
||||
console.log('######### ladderTimeWillout')
|
||||
if (status == LADDER_STATUS.BATTLE) {
|
||||
let rec = await LadderMatchRecModel.findByBattleCode(battleCode);
|
||||
await sendMessageToUserWithSuc(rec.roleId1, PUSH_ROUTE.LADDER_BATTLE_STOP, { battleCode });
|
||||
}
|
||||
}
|
||||
|
||||
export async function ladderTimeout(battleCode: string, status: LADDER_STATUS) {
|
||||
console.log('######### ladderTimeout')
|
||||
let rec = await LadderMatchRecModel.timeout(battleCode);
|
||||
// console.log('##### rec.defenseInfo', rec.defenseInfo, rec.defenseInfo.isRobot, rec.defenseInfo.roleId)
|
||||
if(rec.defenseInfo && !rec.defenseInfo.isRobot) await LadderMatchModel.unlock(rec.serverId, rec.defenseInfo.roleId);
|
||||
|
||||
if(status == LADDER_STATUS.CHECK) {
|
||||
await sendMessageToUserWithSuc(rec.roleId1, PUSH_ROUTE.LADDER_CHECK_STOP, { battleCode });
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 结算时候设置排行、发送推送、刷新对手、发送跑马灯
|
||||
* @param ladderMatch
|
||||
* @param isAtk
|
||||
* @returns
|
||||
*/
|
||||
export async function battleEndWhenChange(atkLadderMatch: LadderMatchType, defLadderMatch: LadderMatchType, needRefresh: boolean) {
|
||||
await updateLadderRedis(atkLadderMatch);
|
||||
await updateLadderRedis(defLadderMatch);
|
||||
|
||||
if(atkLadderMatch) reportTAUserSet(TA_USERSET_TYPE.SET, atkLadderMatch.roleId, { ladder_rank: atkLadderMatch.rank });
|
||||
if(defLadderMatch) reportTAUserSet(TA_USERSET_TYPE.SET, defLadderMatch.roleId, { ladder_rank: defLadderMatch.rank });
|
||||
|
||||
await refreshOpp(defLadderMatch, needRefresh);
|
||||
return await refreshOpp(atkLadderMatch, needRefresh);
|
||||
}
|
||||
|
||||
async function updateLadderRedis(ladderMatch: LadderMatchType) {
|
||||
if(!ladderMatch) return;
|
||||
// 更新redis
|
||||
if(ladderMatch.rank > 0 && ladderMatch.rank < 3001) {
|
||||
let r = new Rank(REDIS_KEY.LADDER, { serverId: ladderMatch.serverId });
|
||||
await r.setRankWithRoleInfo(ladderMatch.roleId, ladderMatch.rank, 0);
|
||||
await saveLadderDefCeByData(ladderMatch.roleId, ladderMatch);
|
||||
}
|
||||
}
|
||||
|
||||
async function refreshOpp(ladderMatch: LadderMatchType, needRefresh: boolean) {
|
||||
if(!ladderMatch) return []
|
||||
// 刷新对手
|
||||
if(needRefresh) {
|
||||
let oppPlayers = await refreshLadderEnemies(ladderMatch);
|
||||
await sendMessageToUserWithSuc(ladderMatch.roleId, PUSH_ROUTE.LADDER_RANK_UPDATE, {
|
||||
oldRank: ladderMatch.oldRank,
|
||||
newRank: ladderMatch.rank,
|
||||
oppPlayers
|
||||
});
|
||||
return oppPlayers
|
||||
} else {
|
||||
return []
|
||||
}
|
||||
}
|
||||
|
||||
export async function ladderBattleEndReward(roleId: string, roleName: string, sid: string, rank: number, isSuccess: boolean, historyRank: number, num: number) {
|
||||
let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rank);
|
||||
if(!dicLadderDifficultRatio) return { battleGoods: [], breakGoods: [] };
|
||||
let warReward = new WarReward(roleId, roleName, sid, dicLadderDifficultRatio.gkId, isSuccess);
|
||||
warReward.setLadderReward(dicLadderDifficultRatio.randomWinReward, true);
|
||||
warReward.setLadderReward(dicLadderDifficultRatio.randomFailReward, false);
|
||||
let battleGoods = await warReward.saveReward(num);
|
||||
let breakRewards: RewardInter[] = [];
|
||||
for(let i = historyRank - 1; i >= rank; i--) {
|
||||
let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(i);
|
||||
breakRewards.push(...(dicLadderDifficultRatio?.onceReward||[]));
|
||||
}
|
||||
let breakGoods = breakRewards.length > 0? await addItems(roleId, roleName, sid, combineItems(breakRewards), ITEM_CHANGE_REASON.LADDER_BATTLE_REWARD): [];
|
||||
return { battleGoods, breakGoods };
|
||||
}
|
||||
|
||||
export function completeLadderRanks(ranks: RoleAndGuildRankInfo[], serverId: number) {
|
||||
let result: RoleAndGuildRankInfo[] = [];
|
||||
for(let i = 1; i <= 200; i++) {
|
||||
let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(i);
|
||||
let { head, ce, spine, level } = dicLadderDifficultRatio;
|
||||
let rank = ranks.find(cur => cur.rank == i);
|
||||
if(rank) {
|
||||
result.push(rank);
|
||||
} else {
|
||||
let rank = new RoleAndGuildRankInfo(i, 0);
|
||||
rank.setByField(`robot${i}`, LADDER.LADDER_ROBOT_NAME, head, EXTERIOR.EXTERIOR_FACECASE, spine, level, 1, '', ce, ce, serverId );
|
||||
result.push(rank);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
export function completeRanks(ranks: RoleAndGuildRankInfo[]) {
|
||||
let max = Math.max(...ranks.map(cur => cur.rank), 0);
|
||||
if(max > 200) max = 200;
|
||||
let result: RoleAndGuildRankInfo[] = [];
|
||||
for(let i = 1; i <= max; i++) {
|
||||
let rank = ranks.find(cur => cur.rank == i);
|
||||
if(rank) {
|
||||
result.push(rank);
|
||||
} else {
|
||||
let rank = new RoleAndGuildRankInfo(i, 0);
|
||||
result.push(rank);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
export async function sendLadderDailyReward(serverId: number) {
|
||||
let ranks = await getLadderMatchByRank(serverId, '+inf', '-inf');
|
||||
for(let { rank, roleId } of ranks) {
|
||||
let dicRankReward = getLadderRankReward(rank);
|
||||
if(dicRankReward && dicRankReward.reward && dicRankReward.reward.length > 0) {
|
||||
await sendMailByContent(MAIL_TYPE.LADDER, roleId, { params: [`${rank}`], goods: dicRankReward.reward });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export async function getLadderOppDetailData(rec: LadderMatchRecType) {
|
||||
let isRobot = rec.defenseInfo.isRobot;
|
||||
let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rec.defenseInfo.oldRank);
|
||||
let result = new LadderOppDetailReturn(rec);
|
||||
if(isRobot) {
|
||||
result.setByRobot(dicLadderDifficultRatio);
|
||||
} else {
|
||||
let hisLadderData = await LadderMatchModel.findByRoleIdAndInclude(rec.roleId2);
|
||||
let dicWar = gameData.war.get(dicLadderDifficultRatio.gkId);
|
||||
let dicWarJson = gameData.warJson.get(dicWar.dispatchJsonId);
|
||||
let artifactSeids = [], subHids: number[] = [];
|
||||
for(let { hero, subHid } of hisLadderData.defense.heroes) {
|
||||
let dbHero = <HeroType>hero;
|
||||
if(dbHero) artifactSeids.push(dbHero.artifact);
|
||||
if(subHid) subHids.push(subHid);
|
||||
}
|
||||
|
||||
let artifacts = await ArtifactModel.findbySeqIds(rec.roleId2, artifactSeids);
|
||||
let subHeroes = await HeroModel.findByHidRange(subHids, rec.roleId2, 'hid skinId');
|
||||
result.setByPlayer(hisLadderData, dicWarJson, artifacts, subHeroes);
|
||||
let attrByHid = await getHeroesAttributes(rec.roleId2);
|
||||
for(let [hid, attribute] of attrByHid) {
|
||||
result.setAttribute(hid, attribute.getAttributesToString());
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
export async function pushLadderIconShow(roleId: string, ladderIconShow:boolean) {
|
||||
if (!roleId) return;
|
||||
await pushIconShow(roleId, ladderIconShow);
|
||||
}
|
||||
|
||||
export async function getIsExistLadderDefense(roleId: string) {
|
||||
let ladderData = await LadderMatchModel.findByRoleId(roleId);
|
||||
if (!ladderData || !ladderData.defense || !ladderData.defense.heroes) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user