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