镇念塔:一键跳关
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@@ -38,6 +38,7 @@ import { ActivityTaskPointModel } from '../../db/ActivityTaskPoint';
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import { getRoleOnlineInfo } from '../redisService';
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import { addTaskPassPoint } from './taskPassService';
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import { getGuildChannelSid } from '../chatService';
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import { getGuildPayDataShow } from './guildPayService';
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/**
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* 获取活动数据
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@@ -203,7 +204,7 @@ export async function getActivity(serverId: number, roleId: string, guildCode: s
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}
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case ACTIVITY_TYPE.GUILD_PAY:
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{
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activityData = await getGuildPayDataShow(serverId, activityId, roleId, guildCode);
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}
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default: {
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console.log('未知活动类型.........', activityType)
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@@ -214,4 +214,11 @@ export function getVipRegretCnt(vipStartTime: number) {
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count = VIP.VIP_REGRET_CNT_WITH_VIP;
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}
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return count;
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}
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export function vipCanSkipTower(recommendCeSum: number, heroesCeSum: number, vipStartTime: number) {
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console.log('####', recommendCeSum, heroesCeSum, vipStartTime, );
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let ratio = vipStartTime > 0? VIP.VIP_TOWER_SKIP_CE_RATIO_WITH_VIP: VIP.VIP_TOWER_SKIP_CE_RATIO_WITHOUT_VIP;
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console.log('#####', VIP.VIP_TOWER_SKIP_CE_RATIO_WITH_VIP, VIP.VIP_TOWER_SKIP_CE_RATIO_WITHOUT_VIP, ratio)
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return heroesCeSum > recommendCeSum * ratio;
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}
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@@ -29,6 +29,20 @@ export async function getTowerStatus(role: RoleType) {
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let role = await RoleModel.towerLvUp(roleId);
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towerLv = role.towerLv;
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}
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let towerRec = await getTowerRecByLv(roleId, towerLv);
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return {
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canHungUp: canHunUp(towerLv),
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canSendTask: towerLv - 1 >= dicParam.TOWER_SEARCH.TOWER_SEARCH_STARTLIMITED,
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sendTaskEnableLv: dicParam.TOWER_SEARCH.TOWER_SEARCH_STARTLIMITED,
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curLv: towerLv,
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usedHeroes: towerRec.heroes,
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progress: towerRec.warStatus
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};
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}
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export async function getTowerRecByLv(roleId: string, towerLv: number) {
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let towerRec = await TowerRecordModel.getRecordByLv(roleId, towerLv);
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if (!towerRec) {
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const towerInfo = gameData.tower.get(towerLv);
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@@ -39,15 +53,7 @@ export async function getTowerStatus(role: RoleType) {
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towerRec = await TowerRecordModel.createRecord({roleId, lv: towerLv, warStatus: sts});
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// return { code: 201, data: '天梯记录异常' };
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}
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return {
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canHungUp: towerLv - 1 >= dicParam.TOWER_HANG_UP.TOWER_HANG_UP_ENABLE_LV,
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hungUpEnableLv: dicParam.TOWER_HANG_UP.TOWER_HANG_UP_ENABLE_LV,
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canSendTask: towerLv - 1 >= dicParam.TOWER_SEARCH.TOWER_SEARCH_STARTLIMITED,
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sendTaskEnableLv: dicParam.TOWER_SEARCH.TOWER_SEARCH_STARTLIMITED,
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curLv: towerLv,
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usedHeroes: towerRec.heroes,
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progress: towerRec.warStatus
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};
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return towerRec;
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}
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/**
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@@ -175,7 +181,7 @@ export async function checkTowerWar(roleId: string, battleId: number, seqIds: nu
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};
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}
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function checkForbiddenChar(hid: number, fobiddenCharactor: {type: number, id: number}[]) {
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export function checkForbiddenChar(hid: number, fobiddenCharactor: {type: number, id: number}[]) {
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let dicHero = gameData.hero.get(hid);
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let dicJob = gameData.job.get(dicHero.jobid);
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let flag = false;
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@@ -226,21 +232,10 @@ export async function towerBattleEnd(sid: string, roleId: string, serverId: numb
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let r = new Rank(REDIS_KEY.TOWER_RANK, { serverId });
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await r.setRankWithRoleInfo(roleId, role.towerLv - 1, role.towerUpTime.getTime(), role);
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const nextTowerInfo = gameData.tower.get(role.towerLv);
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if (nextTowerInfo) {
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const { warArray } = nextTowerInfo;
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const sts = warArray.map(id => {
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return { warId: id, status: false };
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});
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await TowerRecordModel.createRecord({ roleId, lv: role.towerLv, warStatus: sts });
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}
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await createNewTowerRecord(roleId, role.towerLv);
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const { reward } = gameData.tower.get(role.towerLv - 1);
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if (reward) towerReward = reward;
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if (role.towerLv == dicParam.TOWER_HANG_UP.TOWER_HANG_UP_ENABLE_LV + 1) {
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await startHangUp(roleId, roleName);
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}
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await checkAndStartHungUp(roleId, roleName, role.towerLv - 1);
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// 任务
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await checkTask(roleId, sid, TASK_TYPE.BATTLE_TOWER_LV, role.towerLv - 1, false, {});
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await checkActivityTask(serverId, sid, roleId, TASK_TYPE.BATTLE_TOWER_LV, 1, { towerLv: role.towerLv - 1 });
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@@ -256,13 +251,47 @@ export async function towerBattleEnd(sid: string, roleId: string, serverId: numb
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}
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}
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async function startHangUp(roleId: string, roleName: string) {
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await HangUpRecordModel.initRecord(roleId, roleName);
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/**
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* 创建下一层记录
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* @param roleId
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* @param nextTowerLv 下一层塔
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*/
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export async function createNewTowerRecord(roleId: string, nextTowerLv: number) {
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const nextTowerInfo = gameData.tower.get(nextTowerLv);
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if (nextTowerInfo) {
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const { warArray } = nextTowerInfo;
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const sts = warArray.map(id => {
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return { warId: id, status: false };
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});
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await TowerRecordModel.createRecord({ roleId, lv: nextTowerLv, warStatus: sts });
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}
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}
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/**
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* 当可以挂机的时候开始挂机
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* @param roleId
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* @param roleName
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* @param towerLv 当前楼层,升过级之后的层
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*/
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export async function checkAndStartHungUp(roleId: string, roleName: string, towerLv: number) {
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if (towerLv - 1 == dicParam.TOWER_HANG_UP.TOWER_HANG_UP_ENABLE_LV) {
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await HangUpRecordModel.initRecord(roleId, roleName, towerLv);
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}
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}
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/**
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* 是否可以挂机,如果是10,那么要打过10层,即11层时可以开始挂机
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* @param towerLv
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* @returns
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*/
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export function canHunUp(towerLv: number) {
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return towerLv - 1 >= dicParam.TOWER_HANG_UP.TOWER_HANG_UP_ENABLE_LV
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}
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export async function calcuHangUpReward(role: RoleType, speedUp = false, speedUpCnt = 1, curTime = new Date()) {
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let { roleId, towerLv = 1, hangUpSpdUpCnt = 0, lastSpdUpTime, vipStartTime } = role;
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if (towerLv - 1 < dicParam.TOWER_HANG_UP.TOWER_HANG_UP_ENABLE_LV) {
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if (!canHunUp(towerLv)) {
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return false
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}
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