✨ feat(gvg): 准备期征战中原初始
This commit is contained in:
78
game-server/app/servers/guild/handler/gvgFighterHandler.ts
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78
game-server/app/servers/guild/handler/gvgFighterHandler.ts
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@@ -0,0 +1,78 @@
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import { Application, BackendSession, ChannelService, HandlerService } from "pinus";
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export default function (app: Application) {
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new HandlerService(app, {});
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return new GVGProduceHandler(app);
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}
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export class GVGProduceHandler {
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channelService: ChannelService;
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constructor(private app: Application) {
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this.channelService = app.get('channelService');
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}
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// 领取排行榜获得的每日奖励
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async receiveBox(msg: { vestigeId: number }, session: BackendSession) {
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}
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// 遗迹页面
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async getVestige(msg: { vestigeId: number }, session: BackendSession) {
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}
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// 编辑阵容
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async saveLineup(msg: { vestigeId: number, lineup: [{ actorId: number, dataId: number, order: number }] }, session: BackendSession) {
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}
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// 获取对手阵容消息
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async getOppLineup(msg: { vestigeId: number, roleId: string, rank: number }, session: BackendSession) {
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}
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// 刷新对手
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async refreshOpp(msg: {}, session: BackendSession) {
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}
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// 选择对手
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async chooseOpp(msg: { vestigeId: number, rank: number, myRank: number }, session: BackendSession) {
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}
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// 出战界面撤退
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async giveupCheck(msg: { battleCode: string }, session: BackendSession) {
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}
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// 获取对手具体战场数据
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async getOppData(msg: { battleCode: string }, session: BackendSession) {
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}
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// 布完阵开始挑战
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async checkBattle(msg: { battleCode: string, heroes: [{ actorId: number, dataId: number, order: number }] }, session: BackendSession) {
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}
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// 挑战结算
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async battleEnd(msg: { battleCode: string, isSuccess: boolean }, session: BackendSession) {
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}
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// 征战中原简单小排行榜
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async getLeagueRank(msg: {}, session: BackendSession) {
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}
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// 联军详细排名
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async getLeagueDetailRank(msg: {}, session: BackendSession) {
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}
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// 玩家排行
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async getPlayerRank(msg: { vestigeId: number }, session: BackendSession) {
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}
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}
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@@ -18,9 +18,10 @@ import { gameData } from "../../../pubUtils/data";
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import { lockLeagueData } from "../../../services/redLockService";
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import { addGVGReward, handleGVGCost } from "../../../services/gvg/gvgItemService";
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import { RewardInter } from "../../../pubUtils/interface";
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import { getGVGCities } from "../../../services/gvg/gvgBattleService";
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import { getGVGCities, getGVGCitiesInfo } from "../../../services/gvg/gvgBattleService";
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import { GVGRecModel } from "../../../db/GVGRec";
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import { checkGVGTask } from "../../../services/task/taskService";
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import { getFightTimeByPeriod, getVestiges } from "../../../services/gvg/gvgFightService";
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export default function (app: Application) {
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new HandlerService(app, {});
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@@ -75,6 +76,26 @@ export class GVGHandler {
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return resResult(STATUS.SUCCESS, data)
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}
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async getMap(msg: {}, session: BackendSession) {
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const serverId = session.get('serverId');
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const guildCode = session.get('guildCode');
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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let { configId, period, countdownTime } = getGVGPeriodData();
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let { startFightTime, endFightTime } = getFightTimeByPeriod(period);
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let cities = await getGVGCitiesInfo(myLeague);
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let vestiges = await getVestiges(serverId);
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return resResult(STATUS.SUCCESS, {
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configId, period, countdownTime, startFightTime, endFightTime,
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cities,
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vestiges
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});
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}
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// 获取动态
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async getRec(msg: {}, session: BackendSession) {
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const guildCode = session.get('guildCode');
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@@ -7,4 +7,12 @@ import { GVGLeagueType } from "../../db/GVGLeague";
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*/
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export async function getGVGCities(league: GVGLeagueType) {
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return []
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}
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/**
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* TODO 获取当前城池状态
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* @returns [{cityId: number, guardLeagueName: string, teamCnt: number }]
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*/
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export async function getGVGCitiesInfo(league: GVGLeagueType): Promise<{cityId: number, guardLeagueName: string, teamCnt: number }[]> {
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return [];
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}
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33
game-server/app/services/gvg/gvgFightService.ts
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33
game-server/app/services/gvg/gvgFightService.ts
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// 征战中原相关
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import { GVG_PERIOD } from "../../consts";
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import { GVGVestigeModel } from "../../db/GVGVestige";
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import { gameData } from "../../pubUtils/data";
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import { getTimeFun } from "../../pubUtils/timeUtil";
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import { getRandEelm } from "../../pubUtils/util";
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import { getGroupIdOfServer, getGVGServerType } from "./gvgService";
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// 备战期的遗迹和激战期的开始结束战斗时间
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export function getFightTimeByPeriod(period: GVG_PERIOD) {
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let dicPeriod = gameData.gvgPeriod.get(period);
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if(!dicPeriod) return { startFightTime: 0, endFightTime: 0 };
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return {
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startFightTime: <number>getTimeFun().getTimeWithHour(dicPeriod.startHour, dicPeriod.startMinute, dicPeriod.startSecond),
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endFightTime: <number>getTimeFun().getTimeWithHour(dicPeriod.endHour, dicPeriod.endMinute, dicPeriod.endSecond),
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}
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}
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// 征战中原每天随机的遗迹点
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export async function getVestiges(serverId: number) {
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let groupId = await getGroupIdOfServer(serverId);
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let serverType = await getGVGServerType(serverId);
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let vestige = await GVGVestigeModel.getVestigate(groupId);
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if(!vestige) {
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let dicGVGVestige = gameData.gvgVestigeByServerType.get(serverType)||[];
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let cnt = gameData.gvgVestigeCntByServerType.get(serverType)||0;
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let randResult = getRandEelm(dicGVGVestige, cnt);
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vestige = await GVGVestigeModel.initTodayVestigate(groupId, serverType, randResult);
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}
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return vestige.vestiges||[];
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}
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@@ -38,9 +38,9 @@ export function getPeriodTime() {
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let battleConfig = gameData.gvgPeriod.get(GVG_PERIOD.BATTLE);
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// 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
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let _teamTime = <number>getTimeFun().getTimeWithWeek(teamConfig.startDay, teamConfig.startHour, teamConfig.startMinute, teamConfig.startSecond);
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let _prepareTime = <number>getTimeFun().getTimeWithWeek(prepareConfig.startDay, prepareConfig.startHour, prepareConfig.startMinute, prepareConfig.startSecond);
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let _battleTime = <number>getTimeFun().getTimeWithWeek(battleConfig.startDay, battleConfig.startHour, battleConfig.startMinute, battleConfig.startSecond);
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let _teamTime = <number>getTimeFun().getTimeWithWeek(teamConfig.startDay);
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let _prepareTime = <number>getTimeFun().getTimeWithWeek(prepareConfig.startDay);
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let _battleTime = <number>getTimeFun().getTimeWithWeek(battleConfig.startDay);
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console.log('_teamTime: ', _teamTime);
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let teamTime = curDay == 0? _teamTime: _teamTime - 7 * 86400;
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@@ -61,7 +61,6 @@ export async function setGVGConfig(config?: GVGConfigType) {
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if(!config) {
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config = await GVGConfigModel.findConfig();
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}
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console.log('##### setGVGConfig', config)
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pinus.app.set('gvgConfigId', config.configId);
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pinus.app.set('gvgTeamTime', config.teamTime);
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pinus.app.set('gvgPrepareTime', config.prepareTime);
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@@ -99,14 +98,12 @@ function getCurrentTeamTime(time: number) {
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}
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export async function getGVGServerType(serverId: number) {
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console.log('#### serverId', serverId)
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let openTime = await getServerCreateTime(serverId);
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return getServerTypeByTime(openTime)
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}
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export function getGVGPeriodData() {
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let { configId, teamTime, prepareTime, battleTime, scheduleTime } = getGVGConfig();
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console.log('#### getGVGPeriodData', configId, teamTime, prepareTime, battleTime, scheduleTime)
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let period = getCurPeriod();
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let countdownTime = teamTime;
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switch(period) {
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@@ -166,7 +163,6 @@ export async function getServersOfSameGroup(type: GVG_SERVER_TYPE, id: number) {
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if(type == GVG_SERVER_TYPE.SINGLE) return [id];
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let groupId = await getGroupIdOfServer(id);
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console.log('###### getServersOfSameGroup', type, groupId, id);
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return await getServersByGroupId(groupId);
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}
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@@ -196,7 +196,6 @@ export class CheckSingleTask {
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// 联军任务
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let dicGVGTasks = getGVGTasksByType(taskType);
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console.log('#####', taskType, dicGVGTasks)
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for(let { taskId, taskType, taskParam } of dicGVGTasks) {
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let taskUpdateParam = await this.checkIsMatch(taskParam, async () => []);
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if (taskUpdateParam) {
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@@ -5,6 +5,7 @@ import { index, getModelForClass, prop, DocumentType, } from '@typegoose/typegoo
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import { getFutureTime, nowSeconds } from '../pubUtils/timeUtil';
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import { genCode } from '../pubUtils/util';
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import { GVG } from '../pubUtils/dicParam';
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import { GVG_RESOURCE_TYPE } from '../consts';
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@index({ leagueCode: 1, configId: 1 })
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@index({ fieldId: 1 })
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@@ -138,9 +139,10 @@ export default class GVGLeagueFarm extends BaseModel {
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public static async lockMineOrForestry(configId: number, leagueCode: string, farmId: number, type: number, roleId: string, fieldId: number, itemId: number) {
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// 先创建
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await GVGLeagueFarmModel.findOneAndUpdate({ configId, leagueCode, farmId, fieldId }, { $setOnInsert: { unlockTime: 0, itemId: 0, type } }, { upsert: true });
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let unlockTime = nowSeconds() + type == GVG_RESOURCE_TYPE.MINERAL? GVG.GVG_MINE_LOCK_TIME: GVG.GVG_FORESTRY_LOCK_TIME;
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const result: GVGLeagueFarmType = await GVGLeagueFarmModel.findOneAndUpdate(
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{ configId, leagueCode, farmId, fieldId, $or:[{ unlockTime: { $lt: nowSeconds() } }, {lockRoleId: roleId}] },
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{ $set: { unlockTime: nowSeconds() + GVG.GVG_FARM_LOCK_TIME, lockRoleId: roleId, itemId } },
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{ $set: { unlockTime, lockRoleId: roleId, itemId } },
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{ new: true }).lean();
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return result;
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}
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@@ -4,7 +4,7 @@ import { getZeroPointD } from '../pubUtils/timeUtil';
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import { TASK_FUN_TYPE } from '../consts';
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import { UpdateTaskParam } from '../domain/roleField/task';
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@index({ leagueCode: 1, roleId: 1, configId: 1, status: 1 })
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@index({ leagueCode: 1, roleId: 1, configId: 1 })
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export default class GVGUserTask extends BaseModel {
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@prop({ required: true, default: '' })
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46
shared/db/GVGVestige.ts
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46
shared/db/GVGVestige.ts
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import BaseModel from './BaseModel';
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import { index, getModelForClass, prop, DocumentType } from '@typegoose/typegoose';
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import { getZeroPoint } from '../pubUtils/timeUtil';
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class Vestige {
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@prop({ required: true })
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vestigeId: number; // 遗迹点
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@prop({ required: true })
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position: string; // 遗迹点位置
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}
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@index({ groupId: 1, day: 1 })
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export default class GVGVestige extends BaseModel {
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@prop({ required: true })
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groupId: number; // 战区id
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@prop({ required: true })
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type: number; // 1-单服 2-跨服
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@prop({ required: true, type: Vestige, _id: false })
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vestiges: Vestige[]; // 今天的遗迹点
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@prop({ required: true })
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day: number; // 每天5点
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public static async getVestigate(groupId: number) {
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let day = getZeroPoint();
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let result: GVGVestigeType = await GVGVestigeModel.findOne({ groupId, day }).lean();
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return result;
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}
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public static async initTodayVestigate(groupId: number, type: number, vestiges: Vestige[]) {
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let day = getZeroPoint();
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let result: GVGVestigeType = await GVGVestigeModel.findOneAndUpdate({ groupId, day }, { $setOnInsert: { type, vestiges } }, { new: true, upsert: true }).lean();
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return result;
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}
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}
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export const GVGVestigeModel = getModelForClass(GVGVestige);
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export interface GVGVestigeType extends Pick<DocumentType<GVGVestige>, keyof GVGVestige> {
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id: number;
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};
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export type GVGVestigeUpdate = Partial<GVGVestigeType>; // 将所有字段变成可选项
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44
shared/db/GVGVestigeRank.ts
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44
shared/db/GVGVestigeRank.ts
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@@ -0,0 +1,44 @@
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import BaseModel from './BaseModel';
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import { index, getModelForClass, prop, DocumentType, mongoose, Ref } from '@typegoose/typegoose';
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import Role from './Role';
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@index({ groupId: 1, vestigeId: 1 })
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export default class GVGVestige extends BaseModel {
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@prop({ required: true })
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configId: number; // 赛期
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@prop({ required: true })
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day: number; // 每天5点
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@prop({ required: true })
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groupId: number; // 战区id
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@prop({ required: true })
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vestigeId: number; // 遗迹id
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@prop({ required: true })
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roleId: string; // 玩家
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@prop({ ref: 'Role', type: mongoose.Schema.Types.ObjectId })
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role: Ref<Role>;
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@prop({ required: true, default: 0 })
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rank: number; // 排名
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@prop({ required: true, default: 0 })
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oldRank: number; // 交换前排名
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@prop({ required: true, default: 0 })
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historyRank: number; // 历史最高排名
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@prop({ required: true, default: 0 })
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locked: number; // 是否被挑战
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}
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export const GVGVestigeModel = getModelForClass(GVGVestige);
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export interface GVGVestigeType extends Pick<DocumentType<GVGVestige>, keyof GVGVestige> {
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id: number;
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};
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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 = {
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GVG_SERVICETYPE_VESTIGE: '1&1|2&3', // 单服和跨服随机出几个遗迹点
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GVG_ARMY_LEAGUE_TIME: 3, // GVG开启军团等级开启限制
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GVG_ROLE_TYPE: '1&贤臣|2&猛将', // GVG中职能选择
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GVG_SP_FIELD_ADD: 0.2,
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GVG_FIELD_TYPE_RATIO: '1&10|2&20|3&10',
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GVG_SP_FIELD_RATIO: '30&60',
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GVG_FARM_LOCK_TIME: 180,
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GVG_MINE_LOCK_TIME: 180,
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GVG_TEAM_NUMBER: '1&1&100|2&50&100|3&80&100', // GVG编队,index&lv&durability
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GVG_CATAPULT: '3000&30&10', // 科技树投石车的耐久&单次伤害&间隔时间
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GVG_CITY_OCCUPIED_NUMBER: 2, // 一个联军最多可以占领的城池数量
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GVG_SP_FIELD_ADD: 0.2, // 农田特殊格子上种植对应的植物的加成
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GVG_FARM_LOCK_TIME: 300, // 农田锁定时间(秒)
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GVG_MINE_LOCK_TIME: 300, // 矿山锁定时间(秒)
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GVG_FORESTRY_LOCK_TIME: 300, // 林场锁定时间(秒)
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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
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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
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};
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