添加寻宝数据库和简单的组队接口

This commit is contained in:
liangtongchuan
2020-11-18 23:58:35 +08:00
parent 9e9b6bb2d8
commit 35ab52b8c5
6 changed files with 241 additions and 13 deletions

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@@ -1,25 +1,158 @@
import { STATUS } from './../../../consts/statusCode';
import { IT_TYPE } from '../../../consts/consts';
import { getGoodById } from '../../../pubUtils/gamedata';
import { COM_TEAM_STATUS, COM_TEAM_ENABLE_LV } from '../../../consts/consts';
import { ComBattleTeamModel } from './../../../db/ComBattleTeam';
import Role, { RoleModel } from './../../../db/Role';
import { STATUS } from '../../../consts/statusCode';
import { Application, BackendSession } from 'pinus';
import { resResult } from '../../../pubUtils/util';
import { RoleStatus } from './../../../db/ComBattleTeam';
export default function(app: Application) {
return new ComBattleHandler(app);
}
class ComTeam {
// 队伍唯一编号
teamCode: string;
// 玩家列表
roleIds: Array<string>
// 队伍是否开放加入
pub: boolean;
// 对应藏宝图 Id
blueprtId: number;
// 战斗状态 0未开始1已开始2胜利3失败
status: number;
// 玩家状态
roleStatus: Array<RoleStatus>;
// 队长 roleId
capId: string;
// 战力限制
ceLimit: number;
}
export class ComBattleHandler {
constructor(private app: Application) {
}
private bossHp: number = 10000;
private teamMap: Map<string, ComTeam> = new Map();
async startBattle(msg: {}, session: BackendSession) {
const battleId = Math.random().toString(36).slice(-8);
async createTeam(msg: {blueprtId: number, heroes: [ number ], pub: boolean, ceLimit: number}, session: BackendSession) {
let roleId = session.get('roleId');
let sid = session.get('sid');
let teamCode = session.get('teamCode');
const { blueprtId, heroes, pub, ceLimit } = msg;
console.log('createTeam msg: ', msg);
// 检查藏宝图Id是否合法
let goodData = getGoodById(blueprtId);
if (!goodData || goodData.itid !== IT_TYPE.BLUEPRT) return resResult(STATUS.COM_BATTLE_BLUEPRT_INVALID);
// 检查藏宝图是否足够
let { consumeGoods, lv, headHid, topFiveCe } = await RoleModel.findByRoleId(roleId);
if (lv < COM_TEAM_ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
let blueprt = consumeGoods.find(good => good.id === blueprtId && good.count >= 1);
if (!blueprt) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_FOUND);
// 检查是否有已创建未结束的寻宝,预先占用一张藏宝图
let teams = await ComBattleTeamModel.findTeamByCapAndStatus(roleId, COM_TEAM_STATUS.FIGHTING);
if (teams && blueprt.count <= teams.length) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_ENOUGH);
//TODO: 检查武将是否拥有
// 创建队伍数据结构
let comTeam = new ComTeam();
comTeam.blueprtId = blueprtId;
comTeam.capId = roleId;
comTeam.pub = pub;
comTeam.teamCode = teamCode;
comTeam.roleIds = [roleId];
comTeam.status = COM_TEAM_STATUS.DEFAULT;
comTeam.ceLimit = ceLimit;
let roleStatus = new RoleStatus();
roleStatus.heroes = heroes;
roleStatus.isCap = true;
roleStatus.headHid = headHid;
roleStatus.topFiveCe = topFiveCe;
roleStatus.roleId = roleId;
comTeam.roleStatus = [roleStatus];
this.teamMap.set(teamCode, comTeam);
const team = await ComBattleTeamModel.createTeam(comTeam);
if (!team) return resResult(STATUS.COM_BATTLE_CREATE_ERR);
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, true);
let users = channel.getMembers();
if (users.indexOf(roleId) === -1) {
channel.add(roleId, sid);
}
return resResult(STATUS.SUCCESS, { teamCode });
}
async joinTeam(msg: {teamCode: string, isFrd: boolean}, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
console.log('role in startBattle: ', roleId, roleName, battleId);
console.log('role in joinTeam: ', roleId, roleName, msg, this.app.rpc);
console.log('teamMap:' + JSON.stringify(this.teamMap));
let { teamCode, isFrd } = msg;
let teamStatus = this.teamMap.get(teamCode);
if (teamStatus.status !== 0 || teamStatus.roleIds.length === 3) return resResult(STATUS.COM_BATTLE_MEMBER_LIMIT);
if (teamStatus.roleIds.indexOf(roleId) !== -1) return resResult(STATUS.COM_BATTLE_DUP_ENTER);
// TODO:助战等级限制,等表
let { lv, headHid, topFiveCe } = await Role.findByRoleId(roleId);
if (lv < COM_TEAM_ENABLE_LV) {
return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
} else if (topFiveCe < teamStatus.ceLimit) {
return resResult(STATUS.COM_BATTLE_CE_LIMIT);
}
let roleStatus = new RoleStatus();
roleStatus.heroes = [];
roleStatus.isCap = false;
roleStatus.headHid = headHid;
roleStatus.topFiveCe = topFiveCe;
roleStatus.roleId = roleId;
roleStatus.isFrd = isFrd;
const team = await ComBattleTeamModel.addRole(teamCode, roleStatus);
if (!team) {
return resResult(STATUS.COM_BATTLE_CREATE_ERR);
}
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(battleId, true);
let channel = channelService.getChannel(teamCode, false);
let users = channel.getMembers();
if (users.indexOf(roleId) === -1) {
channel.add(roleId, sid);
}
channel.pushMessage('onTeamJoin', {teamCode, roleInfo: {roleId, headHid, topFiveCe}});
teamStatus.roleIds.push(roleId);
teamStatus.roleStatus.push(roleStatus);
return resResult(STATUS.SUCCESS, { teamInfo: {
teamCode, roleStatus: teamStatus.roleStatus, capId: teamStatus.capId, ceLimit: teamStatus.ceLimit
}});
}
async getTeams(msg: { blueprtIds: Array<number> }, session: BackendSession) {
let roleId = session.get('roleId');
let { lv } = await Role.findByRoleId(roleId);
if (lv < COM_TEAM_ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
const teams = await ComBattleTeamModel.getTeamByBlueprt(msg.blueprtIds, COM_TEAM_STATUS.DEFAULT, true);
if (!teams) return resResult(STATUS.COM_BATTLE_NO_VALID_TEAM);
return resResult(STATUS.SUCCESS, { teamInfos: teams});
}
async startBattle(msg: {}, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
let teamCode = session.get('teamCode');
console.log('role in startBattle: ', roleId, roleName, teamCode);
let channelService = this.app.get('channelService');
let channel = channelService.getChannel(teamCode, true);
let users = channel.getMembers();
if (users.indexOf(roleId) === -1) {
channel.add(roleId, sid);
@@ -33,7 +166,7 @@ export class ComBattleHandler {
sid: tsid
}]);
return resResult(STATUS.SUCCESS, { users, battleId });
return resResult(STATUS.SUCCESS, { users, teamCode });
}
/**

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@@ -22,7 +22,23 @@ export function battle(session: Session, msg: any, app: Application, cb: (err: E
return;
}
let res = dispatch(session.get('roleId'), battleServers);
let rid = session.get('roleId');
if (msg.args && msg.args.length > 0) {
for (let arg of msg.args) {
if (!arg.route) continue;
if (arg.route === 'battle.comBattleHandler.createTeam') {
rid = Math.random().toString(36).slice(-8);
session.set('teamCode', rid);
} else if (arg.route.indexOf('battle.comBattleHandler') !== -1) {
if (arg.body.teamCode) {
rid = arg.body.teamCode;
}
}
}
}
let res = dispatch(rid, battleServers);
cb(null, res.id);
}

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@@ -25,6 +25,10 @@ export const BATTLE_REWARD_TYPE = {
RANDOM_REWARD: 3
};
export const IT_TYPE = {
BLUEPRT: 28
}
export const GOOD_TYPE = {
EQUIP: 1,
CONSUMES: 2,
@@ -220,4 +224,31 @@ export const GOLD_COST_RATIO = {
export const EXPRESSION = {
"CE": "1*hp+2*atk+2*matk+2*def+2*mdef+2*agi+2*luk+1*hit+1*cri+1*flee+1*antCri+1.75*damageIncrease+1.75*damageDecrease+3.5*defIngnore+3.5*bloodSuck"
}
}
// 寻宝(共斗)相关
export const COM_TEAM_STATUS = {
DEFAULT: 0,
FIGHTING: 1,
WIN: 2,
LOOSE: 3
}
// 功能开启等级
export const COM_TEAM_ENABLE_LV = 1;
// 助战掉落占队长掉落的比例
export const COM_ASSIST_DROP_RATE = 0.5;
// 藏宝图伪随机所需体力
export const COM_BLUEPRT_DROP_PER_AP = 10;
// 每局时长限制,秒
export const COM_BATTLE_TIME_LMT = 10 * 60;
// 机器人生成时间,秒
export const COM_BATTLE_ROBOT_TIME_LMT = 1;
// 每个机器人消耗 boss 血量百分比
export const COM_BATTLE_ROBOT_HURT_RATE = 0.4;
// 每个机器人消耗 boss 血量百分比浮动范围
export const COM_BATTLE_ROBOT_HURT_RAND_RATE = 0.05;
// 每日情谊点上限
export const COM_BATTLE_FRDCNT_MAX = 100;
// 情谊点掉落数量
export const COM_BATTLE_FRDCNT_DROP = 10;

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@@ -69,8 +69,18 @@ export const STATUS = {
TOWER_TASK_MISSING: { code: 20517, simStr: '未找到该任务' },
TOWER_HANG_UP_NOT_START: { code: 20518, simStr: '挂机尚未开启' },
TOWER_REF_CNT_NOT_ENOUGH: { code: 20518, simStr: '派遣次数不足' },
// 共斗 20600 - 20699
// 寻宝(共斗 20600 - 20699
COM_BATTLE_DUP_ENTER: { code: 20601, simStr: '不能重复加入' },
COM_BATTLE_BLUEPRT_NOT_FOUND: { code: 20602, simStr: '藏宝图不足' },
COM_BATTLE_BLUEPRT_INVALID: { code: 20603, simStr: '需使用藏宝图才能开启' },
COM_BATTLE_BLUEPRT_NOT_ENOUGH: { code: 20604, simStr: '藏宝图不足,还有未结束的寻宝' },
COM_BATTLE_CREATE_ERR: { code: 20605, simStr: '创建队伍失败' },
COM_BATTLE_LV_NOT_ENOUGH: { code: 20606, simStr: '主公等级不够' },
COM_BATTLE_MEMBER_LIMIT: { code: 20607, simStr: '队伍人数已满' },
COM_BATTLE_CE_LIMIT: { code: 20608, simStr: '战力不足' },
COM_BATTLE_JOIN_ERR: { code: 20609, simStr: '加入队伍失败' },
COM_BATTLE_NO_VALID_TEAM: { code: 20610, simStr: '没有合适的队伍' },
// 秘境 20700 - 20799
DUNGEON_REFRESH_TIMES_LACK: { code: 20701, simStr: '购买次数不足' },
DUNGEON_TIMES_LACK: { code: 20701, simStr: '挑战次数不足' },

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@@ -1,7 +1,7 @@
import BaseModel from './BaseModel';
import { index, getModelForClass, prop } from '@typegoose/typegoose';
class RoleStatus {
export class RoleStatus {
@prop({ required: true })
roleId: string;
@prop({ required: true })
@@ -15,8 +15,20 @@ class RoleStatus {
@prop({ required: false, default: '' })
battleCode: string;
// 玩家所用阵容
@prop({ required: false })
@prop({ required: false, type: Number, default: [] })
heroes: Array<number>;
// 阵亡武将
@prop({ required: false, default: [] })
killed: Array<number>;
// 是否情谊助阵
@prop({ required: false, default: false })
isFrd: boolean;
// 头像
@prop({ required: true, default: 1 })
headHid: number;
// 前五战力
@prop({ required: true, default: 0 })
topFiveCe: number;
}
@index({ teamCode: 1 })
@@ -28,7 +40,7 @@ export default class ComBattleTeam extends BaseModel {
@prop({ required: true })
teamCode: string;
@prop({ required: true, default: [] })
@prop({ required: true, type: String, default: [] })
roleIds: Array<string>
// 队伍是否开放加入
@@ -43,12 +55,36 @@ export default class ComBattleTeam extends BaseModel {
@prop({ required: true, default: 0 })
status: number;
@prop({ required: true, default: [] })
@prop({ required: true, type: RoleStatus, default: [] })
roleStatus: Array<RoleStatus>;
// 队长 roleId
@prop({ required: true })
capId: string;
// 战力限制
@prop({ required: true, default: 0 })
ceLimit: number;
public static async createTeam(teamData: {teamCode: string, roleIds: Array<string>, pub: boolean, blueprtId: number, status: number, roleStatus: Array<RoleStatus>, capId: string}, lean = true) {
const team = await ComBattleTeamModel.findOneAndUpdate({ teamCode: teamData.teamCode }, {$set :{...teamData}}, {upsert: true, new: true}).lean(lean);
return team;
}
public static async addRole(teamCode: string, roleStatus: RoleStatus, lean = true) {
const team = await ComBattleTeamModel.findOneAndUpdate({ teamCode: teamCode }, {$push: {roleIds: roleStatus.roleId, roleStatus}}, {upsert: true, new: true}).lean(lean);
return team;
}
public static async findTeamByCapAndStatus(roleId: string, status: number, lean = true) {
const teams = await ComBattleTeamModel.find({capId: roleId, status}).lean(lean);
return teams;
}
public static async getTeamByBlueprt(blueprtIds: Array<number>, status: number, pub = true, limit = 50, lean = true) {
const teams = await ComBattleTeamModel.find({blueprtId: {$in: blueprtIds}, status, pub}).limit(limit).lean(lean);
return teams;
}
}
export const ComBattleTeamModel = getModelForClass(ComBattleTeam);

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@@ -39,6 +39,8 @@ export default class Role extends BaseModel {
blocked: boolean; // 是否屏蔽
@prop({ required: true })
code: string; // 邀请码
@prop({ required: true, default: 1 })
headHid: number; // 头像所用武将 Id
@prop({ required: true, default: 0 })
exp: number; // 经验值