军团表逻辑

This commit is contained in:
mamengke01
2021-01-22 21:28:35 +08:00
parent b5d84c03e4
commit 3e6ec77d56
30 changed files with 4838 additions and 1387 deletions

View File

@@ -1,12 +1,18 @@
import { Application, BackendSession, pinus } from 'pinus';
import { resResult, genCode } from '../../../pubUtils/util';
import { resResult, genCode, getRandomByLen } from '../../../pubUtils/util';
import { STATUS } from '../../../consts';
import { BossScriptModel } from '../../../db/BossScript';
import { BossInstanceModel } from '../../../db/BossInstance';
import { BattleRecordModel } from '../../../db/BattleRecord';
import { nowSeconds, getTodayZeroPoint } from '../../../pubUtils/timeUtil';
import { getBossScriptInfo, bossResult, checkMemberExists, pushBossHpMessage, getBossScriptWhenEnd, addBossScript } from '../../../services/guildBossService';
import { findWhere } from 'underscore'
import { GUILD_DATA_NAME } from '../../../consts/constModules/guildConst';
import { getBossInstanceInfo, bossResult, checkMemberExists, pushBossHpMessage, getBossInstanceWhenEnd, addBossInstance } from '../../../services/guildBossService';
import { findWhere, random } from 'underscore'
import { GUILD_DATA_NAME, GUILD_STRUCTURE } from '../../../consts/constModules/guildConst';
import { UserGuildModel } from '../../../db/UserGuild';
import { GUILD_OPERATE } from '../../../consts';
import { checkAuth } from '../../../services/guildService';
import { GuildModel } from '../../../db/Guild';
import { getBossByLv } from '../../../pubUtils/data';
import { lockData } from '../../../services/redLockService';
export default function (app: Application) {
return new GuildHandler(app);
}
@@ -16,50 +22,73 @@ export class GuildHandler {
}
// 获得boss关卡
async getBossScript(msg: { code: string }, session: BackendSession) {
const { code } = msg;
//TODO校验
async getBossInstance(msg: {}, session: BackendSession) {
const roleId = session.get('roleId');
let bossScript = await BossScriptModel.findBossScript(code);
if (!bossScript) {
return resResult(STATUS.SUCCESS, {type: 1});//1等待团长开启2今日已开启且boss通关3开启中
let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode');
if (!userGuild)
return resResult(STATUS.WRONG_PARMS);
const { guildCode: code } = userGuild;
let bossInstance = await BossInstanceModel.findBossInstance(code);
if (!bossInstance) {
return resResult(STATUS.SUCCESS, {status: 1});//1等待团长开启2今日已开启且boss通关3开启中
}
let result = await getBossScriptInfo(bossScript, roleId);
let result = await getBossInstanceInfo(bossInstance, roleId);
return resResult(STATUS.SUCCESS, result);
}
//开启演武场
async openBossScript(msg: { code: string }, session: BackendSession) {
const { code } = msg;
async openBossInstance(msg: {}, session: BackendSession) {
const roleId = session.get('roleId');
//TODO检查权限
let bossScript = await BossScriptModel.findBossScript(code);
if (!!bossScript && ( bossScript.bossHp > 0 || bossScript.time >= getTodayZeroPoint() )) {
const serverId = session.get('serverId');
let userGuild = await UserGuildModel.getMyGuild(roleId, 'auth guildCode');
if (!userGuild)
return resResult(STATUS.WRONG_PARMS);
const { guildCode: code } = userGuild;
const checkMyResult = await checkAuth(GUILD_OPERATE.OPEN_BOSS, roleId, null, userGuild);
if(!checkMyResult) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH);
let res:any = await lockData(serverId, GUILD_DATA_NAME.BOSS_SCRIPT, code);//加锁
if (!!res.err)
return resResult(STATUS.REDLOCK_ERR);
let bossInstance = await BossInstanceModel.findBossInstance(code);
if (!!bossInstance && ( bossInstance.bossHp > 0 || bossInstance.startTime >= getTodayZeroPoint() )) {
return resResult(STATUS.GUILD_SCRIPT_IS_OPENED_TODAY);
}
//TODO随机地图
let bossHp = 1000;
let warId = 1;
await BossScriptModel.openBossScript(code, bossHp, warId);
let result = {warId, ranks: [], myRank: {}, bossHp, type: 3};
const guild = await GuildModel.findByCode(code, serverId, 'lv structure');
if(!guild) {
return resResult(STATUS.GUILD_NOT_FOUND);
}
const { structure } = guild;
const curStructure = structure.find(cur => cur.id == GUILD_STRUCTURE.BOSS);
if(!curStructure) {
return resResult(STATUS.GUILD_STRUCTURE_NOT_FOUND);
}
let bossBase = getBossByLv(curStructure.lv);
let {bossHp, warId } = getRandomByLen(bossBase.wars);
let resGuild = await GuildModel.costFund(code, bossBase.consume)
if (!resGuild)
return resResult(STATUS.GUILD_FUND_NOT_ENOUGH);
await BossInstanceModel.openBossInstance(code, bossHp, warId);
let result = {warId, ranks: [], myRank: {}, bossHp, type: 3, isBattled: false};
return resResult(STATUS.SUCCESS, result);
}
async bossScriptStart(msg: { code: string }, session: BackendSession) {
const { code } = msg;
async battleBoss(msg: {}, session: BackendSession) {
const roleId = session.get('roleId');
const roleName = session.get('roleName');
//TODO校验
let bossScript = await BossScriptModel.findBossScript(code);
if (!bossScript)
let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode');
if (!userGuild)
return resResult(STATUS.WRONG_PARMS);
const { guildCode: code } = userGuild;
let bossInstance = await BossInstanceModel.findBossInstance(code);
if (!bossInstance)
return resResult(STATUS.GUILD_SCRIPT_NOT_OPENED);
if (bossScript.bossHp <= 0)
if (bossInstance.bossHp <= 0)
return resResult(STATUS.GUILD_SCRIPT_IS_COMPLETE);
let myRank = findWhere(bossScript.ranks, {roleId});
let myRank = findWhere(bossInstance.ranks, {roleId});
if (!!myRank && myRank.time > getTodayZeroPoint())
return resResult(STATUS.GUILD_SCRIPT_IS_BATTLED);
let { warId, ranks } = bossScript;
let { warId, ranks } = bossInstance;
const battleCode = genCode(8); // 关卡唯一值
//TODO查看地图字典
let warInfo;
@@ -67,52 +96,66 @@ export class GuildHandler {
$set: {
roleId, roleName, battleId: warId,
status: 0,
warName: warInfo.gk_name,
warType: warInfo.warType,
record: { heroes:[],recordNum: bossScript.num, bossHp: bossScript.bossHp},
// warName: warInfo.gk_name,
// warType: warInfo.warType,
record: { heroes:[],recordNum: bossInstance.num, bossHp: bossInstance.bossHp},
}
}, true);
const serverId = session.get('serverId');
await addBossScript(code, serverId, roleId);
await addBossInstance(code, serverId, roleId);
if (!findWhere(ranks, {roleId})) {
await BossScriptModel.pushRanks(code, {roleId, score: 0, time:nowSeconds()});
await BossInstanceModel.pushRanks(code, {roleId, score: 0, time: nowSeconds()});
} else {
await BossInstanceModel.updateRank(code, roleId);
}
return resResult(STATUS.SUCCESS, { battleCode });
}
async action (msg: { code: string, damage: number, battleCode: string }, session: BackendSession ) {
const { code, battleCode, damage } = msg;
async action (msg: { damage: number, battleCode: string }, session: BackendSession ) {
const { battleCode, damage } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode');
if (!userGuild)
return resResult(STATUS.WRONG_PARMS);
const { guildCode: code } = userGuild;
let flag = await checkMemberExists(code, serverId, roleId, battleCode);
if (!flag) {
return;
return resResult(STATUS.REDLOCK_ERR);
}
//记录伤害
let bossScript = await BossScriptModel.updateBossHp(code, damage, roleId);
if (!bossScript) {//进入结算
let bossInstance = await BossInstanceModel.updateBossHp(code, damage, roleId);
if (!bossInstance) {//进入结算
let flag = await bossResult(code, serverId, GUILD_DATA_NAME.BOSS_SCRIPT, roleId, damage);
if (!flag) {
return resResult(STATUS.WRONG_PARMS);
}
return resResult(STATUS.SUCCESS, { bossHp: 0 });
} else {
pushBossHpMessage(code, serverId, bossScript.bossHp);
pushBossHpMessage(code, serverId, bossInstance.bossHp);
return resResult(STATUS.SUCCESS, { bossHp: bossInstance.bossHp });
}
return resResult(STATUS.SUCCESS, { bossHp: bossScript.bossHp>0?bossScript.bossHp:0 });
}
async bossScriptEnd(msg: { code: string, battleCode: string }, session: BackendSession) {
const { code, battleCode } = msg;
async battleBossEnd(msg: { battleCode: string }, session: BackendSession) {
const { battleCode } = msg;
const roleId = session.get('roleId');
let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode');
if (!userGuild)
return resResult(STATUS.WRONG_PARMS);
const { guildCode: code } = userGuild;
const battleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode, true);
if(!battleRecord || battleRecord.status != 0 || roleId != battleRecord.roleId) {
if (!battleRecord || battleRecord.status != 0 || roleId != battleRecord.roleId) {
return resResult(STATUS.WRONG_PARMS);
}
await BattleRecordModel.updateBattleRecordByCode(battleCode, {
$set: { status: 1 }//战斗结束统一设置成1
}, true);
let bossScript = await BossScriptModel.findBossScript(code);
let result = await getBossScriptWhenEnd(bossScript, roleId, battleRecord.record.recordNum);
let bossInstance = await BossInstanceModel.findBossInstance(code);
let result = await getBossInstanceWhenEnd(bossInstance, roleId, battleRecord.record.recordNum);
return resResult(STATUS.SUCCESS, result);
}
}

View File

@@ -4,11 +4,12 @@ import { STATUS, GUILD_OPERATE, GUILD_AUTH, GUILD_JOB } from '../../../consts';
import { GuildTrainModel } from '../../../db/GuildTrain';
import { BattleRecordModel } from '../../../db/BattleRecord';
import { nowSeconds, getTodayZeroPoint } from '../../../pubUtils/timeUtil';
import { getUserGuild, getGuildTrainInfo } from '../../../services/guildTrainService';
import { getUserGuild, getGuildTrainInfo, lockTrain, getGuildTrain, getGuildTrainRewards} from '../../../services/guildTrainService';
import { findIndex, findWhere, indexBy } from 'underscore'
import { lockData } from '../../../services/redLockService';
import { GUILD_DATA_NAME } from '../../../consts/constModules/guildConst';
import { UserGuildModel } from '../../../db/UserGuild';
import { GuildModel } from '../../../db/Guild';
export default function (app: Application) {
return new GuildTrainHandler(app);
}
@@ -18,17 +19,28 @@ export class GuildTrainHandler {
}
async getTrainScript(msg: { code: string }, session: BackendSession) {
//获得试炼的详情
async getTrainScriptByTrainId(msg: { code: string}, session: BackendSession) {
const { code } = msg;
const roleId = session.get('roleId');
let guildTrains = await GuildTrainModel.findGuildTrain(code);
const serverId = session.get('serverId');
let userGuild = await getUserGuild(roleId, code);
if (!userGuild)
return resResult(STATUS.WRONG_PARMS);
if (!guildTrains)
guildTrains = [];
let { trainId } = await GuildModel.findGuild(code, serverId, 'trainId');
let trainIds = [trainId];
if (trainId - 1 > 0) {
trainIds.push(trainId - 1);
}
let guildTrains = await GuildTrainModel.findGuildTrainByTrainIds(code, trainIds);
if (!guildTrains || !findWhere(guildTrains, {trainId})) {
let guildTrain = await lockTrain(code, trainId);
if (!guildTrains) {
guildTrains.push(guildTrain);
}
}
let { trainCount, trainRewards } = userGuild;
let result = getGuildTrainInfo(guildTrains, roleId, trainCount, trainRewards);
let result = getGuildTrainInfo(guildTrains, roleId, trainCount, trainRewards, [trainId]);
return resResult(STATUS.SUCCESS, result);
}
@@ -41,8 +53,8 @@ export class GuildTrainHandler {
return resResult(STATUS.WRONG_PARMS);
if (userGuild.trainCount > 2) //TODO检查次数
return resResult(STATUS.GUILD_TRAIN_BATTLE_COUNT_NOT_ENOUGH);
let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
if (!guildTrain)
let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId, 'trainId isComplete trainScripts');
if (!guildTrain && guildTrain.isComplete)
return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
let trainScript = findWhere(guildTrain.trainScripts, { hid });
if (!trainScript)
@@ -89,12 +101,13 @@ export class GuildTrainHandler {
await BattleRecordModel.updateBattleRecordByCode(battleCode, {
$set: { status: isSuccess?1:2 }
}, true);
let guildTrains = [];
let trainIds = [];
let trainId = battleRecord.record.trainId;
let hid = battleRecord.record.hid;
let res:any = await lockData(serverId, GUILD_DATA_NAME.TRAIN, code + '_' + trainId);//加锁
if (!!res.err)
return true;
return resResult(STATUS.REDLOCK_ERR);
let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
if (!guildTrain) {
res.releaseCallback();//解锁
@@ -111,14 +124,14 @@ export class GuildTrainHandler {
let { isComplete, reports, ranks } = guildTrain;
let index = findIndex(ranks, {roleId});
if (index !== -1) {
ranks[index].score += addScore;
ranks[index].score += addScore;
}
let needLockNext = false;
let resGuildTrain;
let report = {roleId, trainId, hid, score: addScore, time: nowSeconds(), isSuccessed: isSuccess, type: 1};//1表示普通战报 2表示系统战报即被成功压制
if (trainScript.progress < 1000 ) {
if (trainScript.progress + addScore >= 1000) {
reports.push(...[{isSuccessed: true, type: 2, time:nowSeconds(), score: addScore, roleId, trainId, hid},report]);
await GuildTrainModel.updateGuildTrain(code, trainId, {reports, ranks});
let needLockNext = false;
if (!isComplete) {
isComplete = true;
guildTrain.trainScripts.forEach(({hid: otherHid, progress})=>{
@@ -126,39 +139,86 @@ export class GuildTrainHandler {
isComplete = false;
}
});
if (isComplete) {//解锁下一关
if (isComplete) { //解锁下一关
needLockNext = true;
}
}
let progress = 1000;
GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, reports, isComplete);
if (needLockNext) {
resGuildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, reports, isComplete);
if (needLockNext) { //
let nextResGuildTrain = await lockTrain(code, trainId + 1);
trainIds.push(nextResGuildTrain.trainId);
guildTrains.push(nextResGuildTrain);
}
res.releaseCallback();//解锁
} else {
let progress = trainScript.progress + addScore;
GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, reports, isComplete);
resGuildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, reports, isComplete);
res.releaseCallback();//解锁
}
} else {
reports.push(report);
GuildTrainModel.updateGuildTrain(code, trainId, {reports, ranks});
resGuildTrain = await GuildTrainModel.updateGuildTrain(code, trainId, {reports, ranks});
res.releaseCallback();//解锁
}
let guildTrains = await GuildTrainModel.findGuildTrain(code);
if (!guildTrains)
guildTrains = [];
if (!needLockNext) {
if (trainId - 1 > 0 ) {
let lastGuildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId - 1);
guildTrains.push(lastGuildTrain);
}
trainIds.push(resGuildTrain.trainId);
}
guildTrains.push(resGuildTrain);
let { trainCount, trainRewards } = userGuild;
let result = getGuildTrainInfo(guildTrains, roleId, trainCount, trainRewards);
let result = getGuildTrainInfo(guildTrains, roleId, trainCount, trainRewards, trainIds);
return resResult(STATUS.SUCCESS, result);
}
async getTrainScriptBox(msg: { code: string }, session: BackendSession) {
async getTrainScriptBox(msg: { code: string, trainId: number , hid: number, index: number}, session: BackendSession) {
let { code, trainId, hid, index } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
let userGuild = await getUserGuild(roleId, code);
if (!userGuild)
return resResult(STATUS.WRONG_PARMS);
let res:any = await lockData(serverId, GUILD_DATA_NAME.TRAIN_BOX, code + '_' + trainId);//加锁
if (!!res.err)
return resResult(STATUS.REDLOCK_ERR);
let guildTrain = await GuildTrainModel.findTrainScriptBoxByIndex(code, roleId, trainId, hid, index, 1000, nowSeconds() - 24*60*60);
if (!guildTrain) {
res.releaseCallback();//解锁
return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
}
let good;
let resGuildTrain = await GuildTrainModel.receiveBoxByIndex(code, roleId, trainId, hid, index, good);
res.releaseCallback();//解锁
if (!resGuildTrain) {
let result:any = getGuildTrainRewards(guildTrain);
return resResult(STATUS.GUILD_GET_TRAIN_BOX_FAIL, result);
}
let result:any = getGuildTrainRewards(resGuildTrain);
result.goods = [good];
return resResult(STATUS.SUCCESS, result);
}
async getTrainLvUpRewards(msg: { trainId: number }, session: BackendSession) {
async getTrainLvUpRewards(msg: {code: string, trainId: number }, session: BackendSession) {
let { code, trainId } = msg;
const roleId = session.get('roleId');
//TODO奖励
let good;
let userGuild = await UserGuildModel.receiveTrainRewards(roleId, trainId);
if (!userGuild) {
return resResult(STATUS.GUILD_GET_TRAIN_REWARD_FAIL);
}
let { trainRewards } = userGuild;
return resResult(STATUS.SUCCESS, { trainRewards });
}
//购买挑战次数
async purchaseTrainCount(msg: {code: string, trainId: number }, session: BackendSession) {
let { code, trainId } = msg;
const roleId = session.get('roleId');
}
}