feat(gvg): 准备期征战中原初始

This commit is contained in:
luying
2023-01-30 10:24:54 +08:00
parent 3a71d7da97
commit 3c8ac3c9e5
11 changed files with 244 additions and 16 deletions

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@@ -0,0 +1,78 @@
import { Application, BackendSession, ChannelService, HandlerService } from "pinus";
export default function (app: Application) {
new HandlerService(app, {});
return new GVGProduceHandler(app);
}
export class GVGProduceHandler {
channelService: ChannelService;
constructor(private app: Application) {
this.channelService = app.get('channelService');
}
// 领取排行榜获得的每日奖励
async receiveBox(msg: { vestigeId: number }, session: BackendSession) {
}
// 遗迹页面
async getVestige(msg: { vestigeId: number }, session: BackendSession) {
}
// 编辑阵容
async saveLineup(msg: { vestigeId: number, lineup: [{ actorId: number, dataId: number, order: number }] }, session: BackendSession) {
}
// 获取对手阵容消息
async getOppLineup(msg: { vestigeId: number, roleId: string, rank: number }, session: BackendSession) {
}
// 刷新对手
async refreshOpp(msg: {}, session: BackendSession) {
}
// 选择对手
async chooseOpp(msg: { vestigeId: number, rank: number, myRank: number }, session: BackendSession) {
}
// 出战界面撤退
async giveupCheck(msg: { battleCode: string }, session: BackendSession) {
}
// 获取对手具体战场数据
async getOppData(msg: { battleCode: string }, session: BackendSession) {
}
// 布完阵开始挑战
async checkBattle(msg: { battleCode: string, heroes: [{ actorId: number, dataId: number, order: number }] }, session: BackendSession) {
}
// 挑战结算
async battleEnd(msg: { battleCode: string, isSuccess: boolean }, session: BackendSession) {
}
// 征战中原简单小排行榜
async getLeagueRank(msg: {}, session: BackendSession) {
}
// 联军详细排名
async getLeagueDetailRank(msg: {}, session: BackendSession) {
}
// 玩家排行
async getPlayerRank(msg: { vestigeId: number }, session: BackendSession) {
}
}

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@@ -18,9 +18,10 @@ import { gameData } from "../../../pubUtils/data";
import { lockLeagueData } from "../../../services/redLockService";
import { addGVGReward, handleGVGCost } from "../../../services/gvg/gvgItemService";
import { RewardInter } from "../../../pubUtils/interface";
import { getGVGCities } from "../../../services/gvg/gvgBattleService";
import { getGVGCities, getGVGCitiesInfo } from "../../../services/gvg/gvgBattleService";
import { GVGRecModel } from "../../../db/GVGRec";
import { checkGVGTask } from "../../../services/task/taskService";
import { getFightTimeByPeriod, getVestiges } from "../../../services/gvg/gvgFightService";
export default function (app: Application) {
new HandlerService(app, {});
@@ -75,6 +76,26 @@ export class GVGHandler {
return resResult(STATUS.SUCCESS, data)
}
async getMap(msg: {}, session: BackendSession) {
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
let { configId, period, countdownTime } = getGVGPeriodData();
let { startFightTime, endFightTime } = getFightTimeByPeriod(period);
let cities = await getGVGCitiesInfo(myLeague);
let vestiges = await getVestiges(serverId);
return resResult(STATUS.SUCCESS, {
configId, period, countdownTime, startFightTime, endFightTime,
cities,
vestiges
});
}
// 获取动态
async getRec(msg: {}, session: BackendSession) {
const guildCode = session.get('guildCode');

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@@ -7,4 +7,12 @@ import { GVGLeagueType } from "../../db/GVGLeague";
*/
export async function getGVGCities(league: GVGLeagueType) {
return []
}
/**
* TODO 获取当前城池状态
* @returns [{cityId: number, guardLeagueName: string, teamCnt: number }]
*/
export async function getGVGCitiesInfo(league: GVGLeagueType): Promise<{cityId: number, guardLeagueName: string, teamCnt: number }[]> {
return [];
}

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@@ -0,0 +1,33 @@
// 征战中原相关
import { GVG_PERIOD } from "../../consts";
import { GVGVestigeModel } from "../../db/GVGVestige";
import { gameData } from "../../pubUtils/data";
import { getTimeFun } from "../../pubUtils/timeUtil";
import { getRandEelm } from "../../pubUtils/util";
import { getGroupIdOfServer, getGVGServerType } from "./gvgService";
// 备战期的遗迹和激战期的开始结束战斗时间
export function getFightTimeByPeriod(period: GVG_PERIOD) {
let dicPeriod = gameData.gvgPeriod.get(period);
if(!dicPeriod) return { startFightTime: 0, endFightTime: 0 };
return {
startFightTime: <number>getTimeFun().getTimeWithHour(dicPeriod.startHour, dicPeriod.startMinute, dicPeriod.startSecond),
endFightTime: <number>getTimeFun().getTimeWithHour(dicPeriod.endHour, dicPeriod.endMinute, dicPeriod.endSecond),
}
}
// 征战中原每天随机的遗迹点
export async function getVestiges(serverId: number) {
let groupId = await getGroupIdOfServer(serverId);
let serverType = await getGVGServerType(serverId);
let vestige = await GVGVestigeModel.getVestigate(groupId);
if(!vestige) {
let dicGVGVestige = gameData.gvgVestigeByServerType.get(serverType)||[];
let cnt = gameData.gvgVestigeCntByServerType.get(serverType)||0;
let randResult = getRandEelm(dicGVGVestige, cnt);
vestige = await GVGVestigeModel.initTodayVestigate(groupId, serverType, randResult);
}
return vestige.vestiges||[];
}

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@@ -38,9 +38,9 @@ export function getPeriodTime() {
let battleConfig = gameData.gvgPeriod.get(GVG_PERIOD.BATTLE);
// 如果现在是周日,那么就是本周期的组队开始时间,如果是其他日子(启动初始化),就是下周期的组队开始时间
let _teamTime = <number>getTimeFun().getTimeWithWeek(teamConfig.startDay, teamConfig.startHour, teamConfig.startMinute, teamConfig.startSecond);
let _prepareTime = <number>getTimeFun().getTimeWithWeek(prepareConfig.startDay, prepareConfig.startHour, prepareConfig.startMinute, prepareConfig.startSecond);
let _battleTime = <number>getTimeFun().getTimeWithWeek(battleConfig.startDay, battleConfig.startHour, battleConfig.startMinute, battleConfig.startSecond);
let _teamTime = <number>getTimeFun().getTimeWithWeek(teamConfig.startDay);
let _prepareTime = <number>getTimeFun().getTimeWithWeek(prepareConfig.startDay);
let _battleTime = <number>getTimeFun().getTimeWithWeek(battleConfig.startDay);
console.log('_teamTime: ', _teamTime);
let teamTime = curDay == 0? _teamTime: _teamTime - 7 * 86400;
@@ -61,7 +61,6 @@ export async function setGVGConfig(config?: GVGConfigType) {
if(!config) {
config = await GVGConfigModel.findConfig();
}
console.log('##### setGVGConfig', config)
pinus.app.set('gvgConfigId', config.configId);
pinus.app.set('gvgTeamTime', config.teamTime);
pinus.app.set('gvgPrepareTime', config.prepareTime);
@@ -99,14 +98,12 @@ function getCurrentTeamTime(time: number) {
}
export async function getGVGServerType(serverId: number) {
console.log('#### serverId', serverId)
let openTime = await getServerCreateTime(serverId);
return getServerTypeByTime(openTime)
}
export function getGVGPeriodData() {
let { configId, teamTime, prepareTime, battleTime, scheduleTime } = getGVGConfig();
console.log('#### getGVGPeriodData', configId, teamTime, prepareTime, battleTime, scheduleTime)
let period = getCurPeriod();
let countdownTime = teamTime;
switch(period) {
@@ -166,7 +163,6 @@ export async function getServersOfSameGroup(type: GVG_SERVER_TYPE, id: number) {
if(type == GVG_SERVER_TYPE.SINGLE) return [id];
let groupId = await getGroupIdOfServer(id);
console.log('###### getServersOfSameGroup', type, groupId, id);
return await getServersByGroupId(groupId);
}

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@@ -196,7 +196,6 @@ export class CheckSingleTask {
// 联军任务
let dicGVGTasks = getGVGTasksByType(taskType);
console.log('#####', taskType, dicGVGTasks)
for(let { taskId, taskType, taskParam } of dicGVGTasks) {
let taskUpdateParam = await this.checkIsMatch(taskParam, async () => []);
if (taskUpdateParam) {

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@@ -5,6 +5,7 @@ import { index, getModelForClass, prop, DocumentType, } from '@typegoose/typegoo
import { getFutureTime, nowSeconds } from '../pubUtils/timeUtil';
import { genCode } from '../pubUtils/util';
import { GVG } from '../pubUtils/dicParam';
import { GVG_RESOURCE_TYPE } from '../consts';
@index({ leagueCode: 1, configId: 1 })
@index({ fieldId: 1 })
@@ -138,9 +139,10 @@ export default class GVGLeagueFarm extends BaseModel {
public static async lockMineOrForestry(configId: number, leagueCode: string, farmId: number, type: number, roleId: string, fieldId: number, itemId: number) {
// 先创建
await GVGLeagueFarmModel.findOneAndUpdate({ configId, leagueCode, farmId, fieldId }, { $setOnInsert: { unlockTime: 0, itemId: 0, type } }, { upsert: true });
let unlockTime = nowSeconds() + type == GVG_RESOURCE_TYPE.MINERAL? GVG.GVG_MINE_LOCK_TIME: GVG.GVG_FORESTRY_LOCK_TIME;
const result: GVGLeagueFarmType = await GVGLeagueFarmModel.findOneAndUpdate(
{ configId, leagueCode, farmId, fieldId, $or:[{ unlockTime: { $lt: nowSeconds() } }, {lockRoleId: roleId}] },
{ $set: { unlockTime: nowSeconds() + GVG.GVG_FARM_LOCK_TIME, lockRoleId: roleId, itemId } },
{ $set: { unlockTime, lockRoleId: roleId, itemId } },
{ new: true }).lean();
return result;
}

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@@ -4,7 +4,7 @@ import { getZeroPointD } from '../pubUtils/timeUtil';
import { TASK_FUN_TYPE } from '../consts';
import { UpdateTaskParam } from '../domain/roleField/task';
@index({ leagueCode: 1, roleId: 1, configId: 1, status: 1 })
@index({ leagueCode: 1, roleId: 1, configId: 1 })
export default class GVGUserTask extends BaseModel {
@prop({ required: true, default: '' })

46
shared/db/GVGVestige.ts Normal file
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@@ -0,0 +1,46 @@
import BaseModel from './BaseModel';
import { index, getModelForClass, prop, DocumentType } from '@typegoose/typegoose';
import { getZeroPoint } from '../pubUtils/timeUtil';
class Vestige {
@prop({ required: true })
vestigeId: number; // 遗迹点
@prop({ required: true })
position: string; // 遗迹点位置
}
@index({ groupId: 1, day: 1 })
export default class GVGVestige extends BaseModel {
@prop({ required: true })
groupId: number; // 战区id
@prop({ required: true })
type: number; // 1-单服 2-跨服
@prop({ required: true, type: Vestige, _id: false })
vestiges: Vestige[]; // 今天的遗迹点
@prop({ required: true })
day: number; // 每天5点
public static async getVestigate(groupId: number) {
let day = getZeroPoint();
let result: GVGVestigeType = await GVGVestigeModel.findOne({ groupId, day }).lean();
return result;
}
public static async initTodayVestigate(groupId: number, type: number, vestiges: Vestige[]) {
let day = getZeroPoint();
let result: GVGVestigeType = await GVGVestigeModel.findOneAndUpdate({ groupId, day }, { $setOnInsert: { type, vestiges } }, { new: true, upsert: true }).lean();
return result;
}
}
export const GVGVestigeModel = getModelForClass(GVGVestige);
export interface GVGVestigeType extends Pick<DocumentType<GVGVestige>, keyof GVGVestige> {
id: number;
};
export type GVGVestigeUpdate = Partial<GVGVestigeType>; // 将所有字段变成可选项

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@@ -0,0 +1,44 @@
import BaseModel from './BaseModel';
import { index, getModelForClass, prop, DocumentType, mongoose, Ref } from '@typegoose/typegoose';
import Role from './Role';
@index({ groupId: 1, vestigeId: 1 })
export default class GVGVestige extends BaseModel {
@prop({ required: true })
configId: number; // 赛期
@prop({ required: true })
day: number; // 每天5点
@prop({ required: true })
groupId: number; // 战区id
@prop({ required: true })
vestigeId: number; // 遗迹id
@prop({ required: true })
roleId: string; // 玩家
@prop({ ref: 'Role', type: mongoose.Schema.Types.ObjectId })
role: Ref<Role>;
@prop({ required: true, default: 0 })
rank: number; // 排名
@prop({ required: true, default: 0 })
oldRank: number; // 交换前排名
@prop({ required: true, default: 0 })
historyRank: number; // 历史最高排名
@prop({ required: true, default: 0 })
locked: number; // 是否被挑战
}
export const GVGVestigeModel = getModelForClass(GVGVestige);
export interface GVGVestigeType extends Pick<DocumentType<GVGVestige>, keyof GVGVestige> {
id: number;
};
export type GVGVestigeUpdate = Partial<GVGVestigeType>; // 将所有字段变成可选项

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@@ -384,12 +384,13 @@ export const GVG = {
GVG_SERVICETYPE_VESTIGE: '1&1|2&3', // 单服和跨服随机出几个遗迹点
GVG_ARMY_LEAGUE_TIME: 3, // GVG开启军团等级开启限制
GVG_ROLE_TYPE: '1&贤臣|2&猛将', // GVG中职能选择
GVG_SP_FIELD_ADD: 0.2,
GVG_FIELD_TYPE_RATIO: '1&10|2&20|3&10',
GVG_SP_FIELD_RATIO: '30&60',
GVG_FARM_LOCK_TIME: 180,
GVG_MINE_LOCK_TIME: 180,
GVG_TEAM_NUMBER: '1&1&100|2&50&100|3&80&100', // GVG编队index&lv&durability
GVG_CATAPULT: '3000&30&10', // 科技树投石车的耐久&单次伤害&间隔时间
GVG_CITY_OCCUPIED_NUMBER: 2, // 一个联军最多可以占领的城池数量
GVG_SP_FIELD_ADD: 0.2, // 农田特殊格子上种植对应的植物的加成
GVG_FARM_LOCK_TIME: 300, // 农田锁定时间(秒)
GVG_MINE_LOCK_TIME: 300, // 矿山锁定时间(秒)
GVG_FORESTRY_LOCK_TIME: 300, // 林场锁定时间(秒)
GVG_FIELD_TYPE_RATIO: '1&5|2&10|3&10', // 全联盟的特殊格子上限百分比a%的格子为小麦这个1&a|2&b|3&c
GVG_SP_FIELD_RATIO: '10&30', // 分配给玩家的时候有多少特殊格子 min&max 填最大最小百分比即可
};