军团活动:蛮夷入侵主动接口
This commit is contained in:
@@ -22,6 +22,7 @@ import * as redLockService from './app/services/redLockService';
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import _pinus = require('pinus');
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import _pinus = require('pinus');
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import { updateTeamStatus } from './app/services/comBattleService';
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import { updateTeamStatus } from './app/services/comBattleService';
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import { init } from './app/pubUtils/gmData/gmDataUtil';
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import { init } from './app/pubUtils/gmData/gmDataUtil';
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import { addActive } from './app/services/guildService';
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const filePath = (_pinus as any).FILEPATH;
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const filePath = (_pinus as any).FILEPATH;
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filePath.MASTER = '/config/master';
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filePath.MASTER = '/config/master';
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filePath.SERVER = '/config/servers';
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filePath.SERVER = '/config/servers';
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@@ -1,11 +1,11 @@
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import { Application, BackendSession, ChannelService } from "pinus";
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import { Application, BackendSession, ChannelService } from "pinus";
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import { setMedianCe, getMedianCe, getGuildActivityStatus, getRecordScore } from "../../../services/guildActivityService";
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import { setMedianCe, getMedianCe, getGuildActivityStatus, getRecordScore, getGuildActivityObj } from "../../../services/guildActivityService";
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import { resResult } from "../../../pubUtils/util";
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import { resResult } from "../../../pubUtils/util";
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import { STATUS, GUILD_ACTIVITY_TYPE } from "../../../consts";
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import { STATUS, GUILD_ACTIVITY_TYPE, GUILD_POINT_WAYS, ENEMIES_TYPE, GET_POINT_WAYS } from "../../../consts";
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import { GameModel } from "../../../db/Game";
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import { GameModel } from "../../../db/Game";
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import { ServerlistModel } from "../../../db/Serverlist";
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import { ServerlistModel } from "../../../db/Serverlist";
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import { UserGuildActivityRecModel, Record } from "../../../db/UserGuildActivityRec";
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import { UserGuildActivityRecModel, Record } from "../../../db/UserGuildActivityRec";
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import { UserGuildModel } from "../../../db/UserGuild";
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import { GateMembersRec } from "../../../domain/battleField/guildActivity";
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import { GUILDACTIVITY } from "../../../pubUtils/dicParam";
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import { GUILDACTIVITY } from "../../../pubUtils/dicParam";
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import { GuildActivityRecordModel } from "../../../db/GuildActivityRec";
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import { GuildActivityRecordModel } from "../../../db/GuildActivityRec";
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import { RoleModel, RoleType } from "../../../db/Role";
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import { RoleModel, RoleType } from "../../../db/Role";
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@@ -13,6 +13,8 @@ import { GuildModel } from "../../../db/Guild";
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import { RankParam, GuildRankParam } from "../../../domain/rank";
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import { RankParam, GuildRankParam } from "../../../domain/rank";
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import { setRank, getGuildKeyName, getRankScore, getRank, getUnionRank } from "../../../services/redisService";
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import { setRank, getGuildKeyName, getRankScore, getRank, getUnionRank } from "../../../services/redisService";
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import { REDIS_KEY } from "../../../consts";
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import { REDIS_KEY } from "../../../consts";
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import { addActive } from "../../../services/guildService";
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import { gameData } from "../../../pubUtils/data";
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export default function (app: Application) {
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export default function (app: Application) {
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return new GateActivityHandler(app);
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return new GateActivityHandler(app);
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@@ -24,8 +26,6 @@ export class GateActivityHandler {
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this.channelService = app.get('channelService');
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this.channelService = app.get('channelService');
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}
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}
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private gateHp: Map<string, number> = new Map(); // 城门血条,每个军团有一条血条
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private members: Map<string, Array<string>> = new Map(); // 每个军团参与的成员
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private aid = GUILD_ACTIVITY_TYPE.GATE_ACTIVITY; // 蛮夷入侵id
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private aid = GUILD_ACTIVITY_TYPE.GATE_ACTIVITY; // 蛮夷入侵id
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// 进入蛮夷入侵界面
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// 进入蛮夷入侵界面
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@@ -86,8 +86,13 @@ export class GateActivityHandler {
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const guildCode = session.get('guildCode');
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const guildCode = session.get('guildCode');
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if(!guildCode) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH);
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if(!guildCode) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH);
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let gateHp = getGuildActivityObj(this.aid).getGateHpAndInc(guildCode);
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if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
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let statusResult = getGuildActivityStatus(this.aid);
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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// TODO 测试完成后去掉这条判断
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// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
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let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid);
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let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid);
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if(!guildActivityRec) return resResult(STATUS.INTERNAL_ERR);
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if(!guildActivityRec) return resResult(STATUS.INTERNAL_ERR);
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@@ -96,11 +101,12 @@ export class GateActivityHandler {
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let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, heroes, this.aid);
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let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, heroes, this.aid);
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let { code, challengeCnt } = myGuildActivityRec;
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let { code, challengeCnt } = myGuildActivityRec;
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// 更新公会参与的玩家
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getGuildActivityObj(this.aid).pushMembers(guildCode, roleId);
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// 返回当前军团总军功
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// 返回当前军团总军功
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let guildScore = await getRankScore(REDIS_KEY.GUILD_ACTIVITY, serverId, guildCode);
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let guildScore = await getRankScore(REDIS_KEY.GUILD_ACTIVITY, serverId, guildCode);
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// 城门血条
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let gateHp = this.gateHp.get(guildCode)||GUILDACTIVITY.GATEACTIVITY_GATEHP;
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// 前一天中位数战力
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// 前一天中位数战力
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let medianCe = await getMedianCe(serverId);
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let medianCe = await getMedianCe(serverId);
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@@ -126,27 +132,32 @@ export class GateActivityHandler {
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let statusResult = getGuildActivityStatus(this.aid);
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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// TODO 测试完成后去掉这条判断
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// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
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let gateHp = getGuildActivityObj(this.aid).getGateHpAndInc(guildCode);
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if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
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// 计算record内得分
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// 计算record内得分
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// TODO 防刷分,应加入记录玩家操作
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let memberRecord = getGuildActivityObj(this.aid).getMemberRecord(code, roleId);
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let scoreResult = getRecordScore(this.aid, record);
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let scoreResult = getRecordScore(this.aid, record, memberRecord);
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if(!scoreResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if(!scoreResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let { score, newRecords } = scoreResult;
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let { score, newRecords, memberRecord: newMemberRecord } = scoreResult;
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getGuildActivityObj(this.aid).setMemberRecord(code, memberRecord);
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// 更新redis数据
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// 更新redis数据
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let role = await RoleModel.findByRoleId(roleId);
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let role = await RoleModel.findByRoleId(roleId);
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let { lv, vLv, head, frame, spine, title } = role;
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let { lv, vLv, head, frame, spine, title } = role;
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let userParam = new RankParam(roleName, lv, vLv, head, frame, spine, title);
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let userParam = new RankParam(roleName, lv, vLv, head, frame, spine, title);
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let myScore = await setRank(getGuildKeyName(REDIS_KEY.USER_GUILD_ACTIVITY, guildCode), serverId, guildCode, score, Date.now(), userParam);
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let myScore = await setRank(getGuildKeyName(REDIS_KEY.USER_GUILD_ACTIVITY, guildCode), serverId, roleId, score, Date.now(), userParam);
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let guild = await GuildModel.findByCode(guildCode, serverId);
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let guild = await GuildModel.findByCode(guildCode, serverId);
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let leader = <RoleType>guild.leader;
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let leader = <RoleType>guild.leader;
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let params = new GuildRankParam(guild.icon, guild.name, guild.lv, leader);
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let params = new GuildRankParam(guild.icon, guild.name, guild.lv, leader);
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let guildScore = await setRank(REDIS_KEY.GUILD_ACTIVITY, serverId, guild.code, 0, Date.now(), params, true);
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let guildScore = await setRank(REDIS_KEY.GUILD_ACTIVITY, serverId, guild.code, score, Date.now(), params, true);
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// 更新数据库
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// 更新数据库
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let rec = await UserGuildActivityRecModel.pushRecord(code, newRecords);
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let rec = await UserGuildActivityRecModel.pushRecord(code, newRecords);
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let gateHp = this.gateHp.get(guildCode)||GUILDACTIVITY.GATEACTIVITY_GATEHP;
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return resResult(STATUS.SUCCESS, {
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return resResult(STATUS.SUCCESS, {
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code: rec.code,
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code: rec.code,
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@@ -158,13 +169,105 @@ export class GateActivityHandler {
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}
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}
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// 上报敌军攻打城门情况
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// 上报敌军攻打城门情况
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async hitGate(msg: {}, session: BackendSession) {
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async hitGate(msg: { code: string, damage: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let guildCode = session.get('guildCode');
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let serverId = session.get('serverId');
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let { code, damage } = msg;
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let gateHp = getGuildActivityObj(this.aid).getGateHpAndInc(guildCode);
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if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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// TODO 测试完成后去掉这条判断
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// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
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gateHp = getGuildActivityObj(this.aid).getGateHpAndInc(guildCode, -1 * damage);
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if(gateHp <= 0) {
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// TODO 推送 停止活动
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}
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// TODO 推送 城门血量
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// 返回当前军团总军功
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let guildScore = await getRankScore(REDIS_KEY.GUILD_ACTIVITY, serverId, guildCode);
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let myScore = await getRankScore(getGuildKeyName(REDIS_KEY.USER_GUILD_ACTIVITY, guildCode), serverId, roleId, true);
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return resResult(STATUS.SUCCESS, {
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code,
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...statusResult,
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guildScore,
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myScore,
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gateHp
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})
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}
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}
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// 结束挑战
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// 结束挑战
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async battleEnd(msg: { count: number }, session: BackendSession) {
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async battleEnd(msg: { code: string, isSuccess: boolean }, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let guildCode = session.get('guildCode');
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let serverId = session.get('serverId');
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let { code, isSuccess } = msg;
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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// 更新userGuildActivityRecord
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let myGuildActivityRec = await UserGuildActivityRecModel.updateInfo(code, { isSuccess, isCompleted: true });
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if(!myGuildActivityRec) return resResult(STATUS.INTERNAL_ERR);
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// 功劳簿计算
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let { record } = myGuildActivityRec;
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let round = 0, enemyCnt = 0, littleBossCnt = 0, bossCnt = 0;
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for(let { enemyType, round: r } of record) {
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if(r > round) round = r;
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if(enemyType == ENEMIES_TYPE.ENEMY) {
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enemyCnt ++;
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} else if (enemyType == ENEMIES_TYPE.LITTLE_BOSS) {
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littleBossCnt ++;
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} else if (enemyType == ENEMIES_TYPE.BOSS) {
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bossCnt ++;
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}
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}
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if(isSuccess) {
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let score = gameData.gateActivityPoint.get(GET_POINT_WAYS.DEFENSE_SUCCESS);
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// 更新redis数据
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let role = await RoleModel.findByRoleId(roleId);
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let { lv, vLv, head, frame, spine, title } = role;
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let userParam = new RankParam(roleName, lv, vLv, head, frame, spine, title);
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await setRank(getGuildKeyName(REDIS_KEY.USER_GUILD_ACTIVITY, guildCode), serverId, guildCode, score, Date.now(), userParam);
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let guild = await GuildModel.findByCode(guildCode, serverId);
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let leader = <RoleType>guild.leader;
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let params = new GuildRankParam(guild.icon, guild.name, guild.lv, leader);
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await setRank(REDIS_KEY.GUILD_ACTIVITY, serverId, guild.code, score, Date.now(), params, true);
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}
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// 发放活跃
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await addActive(roleId, serverId, GUILD_POINT_WAYS.ACTIVITY); //获得活跃值
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// 返回当前军团总军功
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let guildScore = await getRankScore(REDIS_KEY.GUILD_ACTIVITY, serverId, guildCode);
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let myScore = await getRankScore(getGuildKeyName(REDIS_KEY.USER_GUILD_ACTIVITY, guildCode), serverId, roleId, true);
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let gateHp = getGuildActivityObj(this.aid).getGateHpAndInc(guildCode);
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getGuildActivityObj(this.aid).delMemberRecord(code);
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let info = {
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round,
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enemyCnt, littleBossCnt, bossCnt,
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isSuccess
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}
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return resResult(STATUS.SUCCESS, {
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code,
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...statusResult,
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guildScore,
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myScore,
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gateHp,
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info
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})
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}
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}
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@@ -177,6 +280,12 @@ export class GateActivityHandler {
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}
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}
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}
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}
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async debugGetPrivate(msg: { }, session: BackendSession) {
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let guildCode = session.get('guildCode');
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let res = getGuildActivityObj(this.aid).getObj(guildCode);
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return resResult(STATUS.SUCCESS, res)
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}
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async test() {
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async test() {
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let result = await setMedianCe();
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let result = await setMedianCe();
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@@ -4,8 +4,19 @@ import { reduceCe } from "../pubUtils/util";
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import { GUILDACTIVITY } from "../pubUtils/dicParam";
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import { GUILDACTIVITY } from "../pubUtils/dicParam";
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import { gameData } from "../pubUtils/data";
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import { gameData } from "../pubUtils/data";
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import { getCurHourPoint, getCutDay, nowSeconds } from "../pubUtils/timeUtil";
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import { getCurHourPoint, getCutDay, nowSeconds } from "../pubUtils/timeUtil";
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import { GUILD_ACTIVITY_STATUS } from "../consts";
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import { GUILD_ACTIVITY_STATUS, GET_POINT_WAYS, GUILD_ACTIVITY_TYPE } from "../consts";
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import { Record } from "../db/UserGuildActivityRec";
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import { Record } from "../db/UserGuildActivityRec";
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import { GateMembersRec, GateActivityObject } from "../domain/battleField/guildActivity";
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let gateActivityObj: GateActivityObject;
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export function getGuildActivityObj(aid: number) {
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if(aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) {
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if(!gateActivityObj) {
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gateActivityObj = new GateActivityObject()
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}
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return gateActivityObj;
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}
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}
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/**
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/**
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* 定时任务,获得前一天的活跃玩家中位数武将战力
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* 定时任务,获得前一天的活跃玩家中位数武将战力
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@@ -75,32 +86,38 @@ export function getGuildActivityStatus(id: number) {
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}
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}
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}
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}
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export function getRecordScore(aid: number, record: { round: number, dataId: number }[]) {
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/**
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* 根据每回合上报数据判断军功
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* @param aid
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* @param record
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* @param memberRecord
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*/
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export function getRecordScore(aid: number, record: { round: number, dataId: number }[], memberRecord: GateMembersRec) {
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let dicGuildActivity = gameData.guildActivity.get(aid);
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let dicGuildActivity = gameData.guildActivity.get(aid);
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console.log('xxxx', dicGuildActivity.warid)
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if(!dicGuildActivity) return false;
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if(!dicGuildActivity) return false;
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let dicWarJson = gameData.warJson.get(dicGuildActivity.warid);
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let dicWarJson = gameData.warJson.get(dicGuildActivity.warid);
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if(!dicWarJson) return false;
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if(!dicWarJson) return false;
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let curRound = record[0]?.round;
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let { round: curRound, enemies: historyEnemies} = memberRecord;
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let sum = 0, newRecords = new Array<Record>()
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let sum = 0, newRecords = new Array<Record>();
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for(let {round, dataId} of record) {
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for(let {round, dataId} of record) {
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let enemy = dicWarJson.find(cur => cur.dataId == dataId);
|
if(!historyEnemies.includes(dataId)) {
|
||||||
console.log('yyyy', enemy.enemyType);
|
|
||||||
let enemyType = enemy.enemyType;
|
let enemy = dicWarJson.find(cur => cur.dataId == dataId);
|
||||||
let score = gameData.gateActivityPoint.get(enemyType);
|
let enemyType = enemy.enemyType;
|
||||||
newRecords.push({ round, dataId, score});
|
let score = gameData.gateActivityPoint.get(enemyType);
|
||||||
sum += score;
|
newRecords.push({ round, dataId, score, enemyType});
|
||||||
console.log('***%*****', sum, score)
|
sum += score;
|
||||||
if(round != curRound) { // 每回合开始得10分
|
if(round > curRound) { // 每回合开始得10分
|
||||||
sum += gameData.gateActivityPoint.get(1);
|
sum += gameData.gateActivityPoint.get(GET_POINT_WAYS.ROUND_START);
|
||||||
console.log('***%%*****', sum)
|
curRound = round;
|
||||||
curRound = round;
|
}
|
||||||
|
|
||||||
|
historyEnemies.push(dataId);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
console.log('***&**', sum)
|
|
||||||
|
|
||||||
|
|
||||||
return { score: sum, newRecords }
|
return { score: sum, newRecords, memberRecord }
|
||||||
}
|
}
|
||||||
@@ -628,8 +628,18 @@ export async function getMyUnionRank(key: string, serverId: number, roleId: stri
|
|||||||
return myRank + 1;
|
return myRank + 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
export async function getRankScore(key: string, serverId: number, field: string) {
|
/**
|
||||||
|
* 获取拼接得分的排行榜的某一个人的得分
|
||||||
|
* @param key REDIS_KEY中配置的
|
||||||
|
* @param serverId 分服
|
||||||
|
* @param field 查询的人
|
||||||
|
*/
|
||||||
|
export async function getRankScore(key: string, serverId: number, field: string, needDecode = false) {
|
||||||
let score = await redisClient().zscoreAsync(getKeyName(key, serverId), field);
|
let score = await redisClient().zscoreAsync(getKeyName(key, serverId), field);
|
||||||
|
if(!score) score = 0;
|
||||||
|
if(needDecode) {
|
||||||
|
score = decodeScoreWithTime(score.toString());
|
||||||
|
}
|
||||||
return score;
|
return score;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -149,3 +149,19 @@ export enum GUILD_ACTIVITY_STATUS {
|
|||||||
START = 1,
|
START = 1,
|
||||||
END = 2
|
END = 2
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 积分获取类型
|
||||||
|
export enum GET_POINT_WAYS {
|
||||||
|
ROUND_START = 1,
|
||||||
|
ENEMY = 2, // 小兵
|
||||||
|
LITTLE_BOSS = 3, // 小boss
|
||||||
|
BOSS = 4, // 大boss
|
||||||
|
DEFENSE_SUCCESS = 5
|
||||||
|
}
|
||||||
|
|
||||||
|
// 敌军类型,和上面的相对应
|
||||||
|
export enum ENEMIES_TYPE {
|
||||||
|
ENEMY = 2, // 小兵
|
||||||
|
LITTLE_BOSS = 3, // 小boss
|
||||||
|
BOSS = 4, // 大boss
|
||||||
|
}
|
||||||
@@ -197,6 +197,7 @@ export const STATUS = {
|
|||||||
|
|
||||||
// 军团活动 21100-21199
|
// 军团活动 21100-21199
|
||||||
GUILD_ACTIVITY_NOT_OPEN: { code: 21100, simStr: '活动未开放' },
|
GUILD_ACTIVITY_NOT_OPEN: { code: 21100, simStr: '活动未开放' },
|
||||||
|
GATE_HP_IS_ZERO: { code: 21101, simStr: '城门已被击破' },
|
||||||
|
|
||||||
// 通用 30000 - 30099
|
// 通用 30000 - 30099
|
||||||
DIC_DATA_NOT_FOUND: { code: 30000, simStr: '数据表未找到' },
|
DIC_DATA_NOT_FOUND: { code: 30000, simStr: '数据表未找到' },
|
||||||
|
|||||||
@@ -10,8 +10,12 @@ export class Record {
|
|||||||
@prop({ required: true })
|
@prop({ required: true })
|
||||||
dataId: number; // 出兵表上的dataId
|
dataId: number; // 出兵表上的dataId
|
||||||
|
|
||||||
|
@prop({ required: true })
|
||||||
|
enemyType: number; // 敌人类型 2-小兵 3-小boss 4-大boss
|
||||||
|
|
||||||
@prop({ required: true })
|
@prop({ required: true })
|
||||||
score: number; // 得分
|
score: number; // 得分
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@index({ code: 1 })
|
@index({ code: 1 })
|
||||||
@@ -55,9 +59,6 @@ export default class UserGuildActivityRec extends BaseModel {
|
|||||||
@prop({ required: true, type: Number })
|
@prop({ required: true, type: Number })
|
||||||
heroes: number[]; // 使用的武将
|
heroes: number[]; // 使用的武将
|
||||||
|
|
||||||
@prop({ required: true })
|
|
||||||
round: number; // 坚持回合数
|
|
||||||
|
|
||||||
@prop({ required: true })
|
@prop({ required: true })
|
||||||
score: number; // 个人总军功
|
score: number; // 个人总军功
|
||||||
|
|
||||||
@@ -76,7 +77,7 @@ export default class UserGuildActivityRec extends BaseModel {
|
|||||||
{ $setOnInsert: update },
|
{ $setOnInsert: update },
|
||||||
{new: true, upsert: true}).lean();
|
{new: true, upsert: true}).lean();
|
||||||
if(heroes.length > 0 && rec) {
|
if(heroes.length > 0 && rec) {
|
||||||
rec = await UserGuildActivityRecModel.findOneAndUpdate( { code: rec.code}, { $push: { heroes: { $each: heroes}}}, {new: true}).lean();
|
rec = await UserGuildActivityRecModel.findOneAndUpdate( { code: rec.code}, { $push: { heroes: { $each: heroes}}, $inc: { challengeCnt: 1 }}, {new: true}).lean();
|
||||||
}
|
}
|
||||||
return rec;
|
return rec;
|
||||||
}
|
}
|
||||||
@@ -89,6 +90,11 @@ export default class UserGuildActivityRec extends BaseModel {
|
|||||||
).lean();
|
).lean();
|
||||||
return rec;
|
return rec;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static async updateInfo(code: string, update: UserGuildActivityRecUpdateParam) {
|
||||||
|
let rec: UserGuildActivityRec = await UserGuildActivityRecModel.findOneAndUpdate({ code }, { $set: update }, { new: true }).lean();
|
||||||
|
return rec;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
export const UserGuildActivityRecModel = getModelForClass(UserGuildActivityRec);
|
export const UserGuildActivityRecModel = getModelForClass(UserGuildActivityRec);
|
||||||
|
|||||||
@@ -0,0 +1,58 @@
|
|||||||
|
import { GUILDACTIVITY } from "../../pubUtils/dicParam";
|
||||||
|
|
||||||
|
export class GateMembersRec {
|
||||||
|
roleId: string;
|
||||||
|
round: number = 0;
|
||||||
|
enemies: number[] = [];
|
||||||
|
constructor(roleId: string) {
|
||||||
|
this.roleId = roleId;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export class GateActivityObject {
|
||||||
|
private gateHp: Map<string, number> = new Map(); // 城门血条,每个军团有一条血条
|
||||||
|
private members: Map<string, Array<string>> = new Map(); // 每个军团参与的成员
|
||||||
|
private membersRecord: Map<string, GateMembersRec> = new Map(); // 每个成员的回合数和敌军数,防刷
|
||||||
|
|
||||||
|
public getObj(guildCode: string) {
|
||||||
|
return {
|
||||||
|
gateHp: this.getGateHpAndInc(guildCode),
|
||||||
|
members: this.members.get(guildCode),
|
||||||
|
memberesRecord: this.membersRecord.get(guildCode)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public getGateHpAndInc(guildCode: string, inc: number = 0) {
|
||||||
|
let gateHp = this.gateHp.get(guildCode);
|
||||||
|
if(!this.gateHp.has(guildCode)) {
|
||||||
|
gateHp = GUILDACTIVITY.GATEACTIVITY_GATEHP;
|
||||||
|
}
|
||||||
|
if(inc != 0) {
|
||||||
|
gateHp += inc;
|
||||||
|
this.gateHp.set(guildCode, gateHp);
|
||||||
|
}
|
||||||
|
if(gateHp <= 0) gateHp = 0;
|
||||||
|
return gateHp
|
||||||
|
}
|
||||||
|
|
||||||
|
public pushMembers(guildCode: string, roleId: string) {
|
||||||
|
|
||||||
|
if(this.members.has(guildCode)) {
|
||||||
|
this.members.get(guildCode).push(roleId);
|
||||||
|
} else {
|
||||||
|
this.members.set(guildCode, [roleId]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public getMemberRecord(code: string, roleId: string) {
|
||||||
|
return this.membersRecord.get(code)||new GateMembersRec(roleId)
|
||||||
|
}
|
||||||
|
|
||||||
|
public setMemberRecord(code: string, newMemberRecord: GateMembersRec) {
|
||||||
|
this.membersRecord.set(code, newMemberRecord);
|
||||||
|
}
|
||||||
|
|
||||||
|
public delMemberRecord(code: string) {
|
||||||
|
this.membersRecord.delete(code);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -20,6 +20,7 @@ export const dicGuildActiveWays = new Map<number, DicGuildActiveWays>();
|
|||||||
|
|
||||||
arr.forEach(o => {
|
arr.forEach(o => {
|
||||||
o.activePoint = decodeIdCntArrayStr(o.activePoint, 1);
|
o.activePoint = decodeIdCntArrayStr(o.activePoint, 1);
|
||||||
|
if(!o.count) o.count = o.cout;
|
||||||
dicGuildActiveWays.set(o.id, o);
|
dicGuildActiveWays.set(o.id, o);
|
||||||
});
|
});
|
||||||
arr = undefined;
|
arr = undefined;
|
||||||
Reference in New Issue
Block a user