军团活动:蛮夷入侵主动接口

This commit is contained in:
luying
2021-03-18 16:42:50 +08:00
parent 9bb07f5b21
commit 442a53359e
9 changed files with 257 additions and 38 deletions
+1
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@@ -22,6 +22,7 @@ import * as redLockService from './app/services/redLockService';
import _pinus = require('pinus'); import _pinus = require('pinus');
import { updateTeamStatus } from './app/services/comBattleService'; import { updateTeamStatus } from './app/services/comBattleService';
import { init } from './app/pubUtils/gmData/gmDataUtil'; import { init } from './app/pubUtils/gmData/gmDataUtil';
import { addActive } from './app/services/guildService';
const filePath = (_pinus as any).FILEPATH; const filePath = (_pinus as any).FILEPATH;
filePath.MASTER = '/config/master'; filePath.MASTER = '/config/master';
filePath.SERVER = '/config/servers'; filePath.SERVER = '/config/servers';
@@ -1,11 +1,11 @@
import { Application, BackendSession, ChannelService } from "pinus"; import { Application, BackendSession, ChannelService } from "pinus";
import { setMedianCe, getMedianCe, getGuildActivityStatus, getRecordScore } from "../../../services/guildActivityService"; import { setMedianCe, getMedianCe, getGuildActivityStatus, getRecordScore, getGuildActivityObj } from "../../../services/guildActivityService";
import { resResult } from "../../../pubUtils/util"; import { resResult } from "../../../pubUtils/util";
import { STATUS, GUILD_ACTIVITY_TYPE } from "../../../consts"; import { STATUS, GUILD_ACTIVITY_TYPE, GUILD_POINT_WAYS, ENEMIES_TYPE, GET_POINT_WAYS } from "../../../consts";
import { GameModel } from "../../../db/Game"; import { GameModel } from "../../../db/Game";
import { ServerlistModel } from "../../../db/Serverlist"; import { ServerlistModel } from "../../../db/Serverlist";
import { UserGuildActivityRecModel, Record } from "../../../db/UserGuildActivityRec"; import { UserGuildActivityRecModel, Record } from "../../../db/UserGuildActivityRec";
import { UserGuildModel } from "../../../db/UserGuild"; import { GateMembersRec } from "../../../domain/battleField/guildActivity";
import { GUILDACTIVITY } from "../../../pubUtils/dicParam"; import { GUILDACTIVITY } from "../../../pubUtils/dicParam";
import { GuildActivityRecordModel } from "../../../db/GuildActivityRec"; import { GuildActivityRecordModel } from "../../../db/GuildActivityRec";
import { RoleModel, RoleType } from "../../../db/Role"; import { RoleModel, RoleType } from "../../../db/Role";
@@ -13,6 +13,8 @@ import { GuildModel } from "../../../db/Guild";
import { RankParam, GuildRankParam } from "../../../domain/rank"; import { RankParam, GuildRankParam } from "../../../domain/rank";
import { setRank, getGuildKeyName, getRankScore, getRank, getUnionRank } from "../../../services/redisService"; import { setRank, getGuildKeyName, getRankScore, getRank, getUnionRank } from "../../../services/redisService";
import { REDIS_KEY } from "../../../consts"; import { REDIS_KEY } from "../../../consts";
import { addActive } from "../../../services/guildService";
import { gameData } from "../../../pubUtils/data";
export default function (app: Application) { export default function (app: Application) {
return new GateActivityHandler(app); return new GateActivityHandler(app);
@@ -24,8 +26,6 @@ export class GateActivityHandler {
this.channelService = app.get('channelService'); this.channelService = app.get('channelService');
} }
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 aid = GUILD_ACTIVITY_TYPE.GATE_ACTIVITY; // 蛮夷入侵id private aid = GUILD_ACTIVITY_TYPE.GATE_ACTIVITY; // 蛮夷入侵id
// 进入蛮夷入侵界面 // 进入蛮夷入侵界面
@@ -86,8 +86,13 @@ export class GateActivityHandler {
const guildCode = session.get('guildCode'); const guildCode = session.get('guildCode');
if(!guildCode) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH); if(!guildCode) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH);
let gateHp = getGuildActivityObj(this.aid).getGateHpAndInc(guildCode);
if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
let statusResult = getGuildActivityStatus(this.aid); let statusResult = getGuildActivityStatus(this.aid);
if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// TODO 测试完成后去掉这条判断
// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid); let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid);
if(!guildActivityRec) return resResult(STATUS.INTERNAL_ERR); if(!guildActivityRec) return resResult(STATUS.INTERNAL_ERR);
@@ -96,11 +101,12 @@ export class GateActivityHandler {
let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, heroes, this.aid); let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, heroes, this.aid);
let { code, challengeCnt } = myGuildActivityRec; let { code, challengeCnt } = myGuildActivityRec;
// 更新公会参与的玩家
getGuildActivityObj(this.aid).pushMembers(guildCode, roleId);
// 返回当前军团总军功 // 返回当前军团总军功
let guildScore = await getRankScore(REDIS_KEY.GUILD_ACTIVITY, serverId, guildCode); let guildScore = await getRankScore(REDIS_KEY.GUILD_ACTIVITY, serverId, guildCode);
// 城门血条
let gateHp = this.gateHp.get(guildCode)||GUILDACTIVITY.GATEACTIVITY_GATEHP;
// 前一天中位数战力 // 前一天中位数战力
let medianCe = await getMedianCe(serverId); let medianCe = await getMedianCe(serverId);
@@ -126,27 +132,32 @@ export class GateActivityHandler {
let statusResult = getGuildActivityStatus(this.aid); let statusResult = getGuildActivityStatus(this.aid);
if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// TODO 测试完成后去掉这条判断
// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
let gateHp = getGuildActivityObj(this.aid).getGateHpAndInc(guildCode);
if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
// 计算record内得分 // 计算record内得分
// TODO 防刷分,应加入记录玩家操作 let memberRecord = getGuildActivityObj(this.aid).getMemberRecord(code, roleId);
let scoreResult = getRecordScore(this.aid, record); let scoreResult = getRecordScore(this.aid, record, memberRecord);
if(!scoreResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); if(!scoreResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let { score, newRecords } = scoreResult; let { score, newRecords, memberRecord: newMemberRecord } = scoreResult;
getGuildActivityObj(this.aid).setMemberRecord(code, memberRecord);
// 更新redis数据 // 更新redis数据
let role = await RoleModel.findByRoleId(roleId); let role = await RoleModel.findByRoleId(roleId);
let { lv, vLv, head, frame, spine, title } = role; let { lv, vLv, head, frame, spine, title } = role;
let userParam = new RankParam(roleName, lv, vLv, head, frame, spine, title); let userParam = new RankParam(roleName, lv, vLv, head, frame, spine, title);
let myScore = await setRank(getGuildKeyName(REDIS_KEY.USER_GUILD_ACTIVITY, guildCode), serverId, guildCode, score, Date.now(), userParam); let myScore = await setRank(getGuildKeyName(REDIS_KEY.USER_GUILD_ACTIVITY, guildCode), serverId, roleId, score, Date.now(), userParam);
let guild = await GuildModel.findByCode(guildCode, serverId); let guild = await GuildModel.findByCode(guildCode, serverId);
let leader = <RoleType>guild.leader; let leader = <RoleType>guild.leader;
let params = new GuildRankParam(guild.icon, guild.name, guild.lv, leader); let params = new GuildRankParam(guild.icon, guild.name, guild.lv, leader);
let guildScore = await setRank(REDIS_KEY.GUILD_ACTIVITY, serverId, guild.code, 0, Date.now(), params, true); let guildScore = await setRank(REDIS_KEY.GUILD_ACTIVITY, serverId, guild.code, score, Date.now(), params, true);
// 更新数据库 // 更新数据库
let rec = await UserGuildActivityRecModel.pushRecord(code, newRecords); let rec = await UserGuildActivityRecModel.pushRecord(code, newRecords);
let gateHp = this.gateHp.get(guildCode)||GUILDACTIVITY.GATEACTIVITY_GATEHP;
return resResult(STATUS.SUCCESS, { return resResult(STATUS.SUCCESS, {
code: rec.code, code: rec.code,
@@ -158,13 +169,105 @@ export class GateActivityHandler {
} }
// 上报敌军攻打城门情况 // 上报敌军攻打城门情况
async hitGate(msg: {}, session: BackendSession) { async hitGate(msg: { code: string, damage: number }, session: BackendSession) {
let roleId = session.get('roleId');
let guildCode = session.get('guildCode');
let serverId = session.get('serverId');
let { code, damage } = msg;
let gateHp = getGuildActivityObj(this.aid).getGateHpAndInc(guildCode);
if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
let statusResult = getGuildActivityStatus(this.aid);
if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// TODO 测试完成后去掉这条判断
// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
gateHp = getGuildActivityObj(this.aid).getGateHpAndInc(guildCode, -1 * damage);
if(gateHp <= 0) {
// TODO 推送 停止活动
}
// TODO 推送 城门血量
// 返回当前军团总军功
let guildScore = await getRankScore(REDIS_KEY.GUILD_ACTIVITY, serverId, guildCode);
let myScore = await getRankScore(getGuildKeyName(REDIS_KEY.USER_GUILD_ACTIVITY, guildCode), serverId, roleId, true);
return resResult(STATUS.SUCCESS, {
code,
...statusResult,
guildScore,
myScore,
gateHp
})
} }
// 结束挑战 // 结束挑战
async battleEnd(msg: { count: number }, session: BackendSession) { async battleEnd(msg: { code: string, isSuccess: boolean }, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let guildCode = session.get('guildCode');
let serverId = session.get('serverId');
let { code, isSuccess } = msg;
let statusResult = getGuildActivityStatus(this.aid);
if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// 更新userGuildActivityRecord
let myGuildActivityRec = await UserGuildActivityRecModel.updateInfo(code, { isSuccess, isCompleted: true });
if(!myGuildActivityRec) return resResult(STATUS.INTERNAL_ERR);
// 功劳簿计算
let { record } = myGuildActivityRec;
let round = 0, enemyCnt = 0, littleBossCnt = 0, bossCnt = 0;
for(let { enemyType, round: r } of record) {
if(r > round) round = r;
if(enemyType == ENEMIES_TYPE.ENEMY) {
enemyCnt ++;
} else if (enemyType == ENEMIES_TYPE.LITTLE_BOSS) {
littleBossCnt ++;
} else if (enemyType == ENEMIES_TYPE.BOSS) {
bossCnt ++;
}
}
if(isSuccess) {
let score = gameData.gateActivityPoint.get(GET_POINT_WAYS.DEFENSE_SUCCESS);
// 更新redis数据
let role = await RoleModel.findByRoleId(roleId);
let { lv, vLv, head, frame, spine, title } = role;
let userParam = new RankParam(roleName, lv, vLv, head, frame, spine, title);
await setRank(getGuildKeyName(REDIS_KEY.USER_GUILD_ACTIVITY, guildCode), serverId, guildCode, score, Date.now(), userParam);
let guild = await GuildModel.findByCode(guildCode, serverId);
let leader = <RoleType>guild.leader;
let params = new GuildRankParam(guild.icon, guild.name, guild.lv, leader);
await setRank(REDIS_KEY.GUILD_ACTIVITY, serverId, guild.code, score, Date.now(), params, true);
}
// 发放活跃
await addActive(roleId, serverId, GUILD_POINT_WAYS.ACTIVITY); //获得活跃值
// 返回当前军团总军功
let guildScore = await getRankScore(REDIS_KEY.GUILD_ACTIVITY, serverId, guildCode);
let myScore = await getRankScore(getGuildKeyName(REDIS_KEY.USER_GUILD_ACTIVITY, guildCode), serverId, roleId, true);
let gateHp = getGuildActivityObj(this.aid).getGateHpAndInc(guildCode);
getGuildActivityObj(this.aid).delMemberRecord(code);
let info = {
round,
enemyCnt, littleBossCnt, bossCnt,
isSuccess
}
return resResult(STATUS.SUCCESS, {
code,
...statusResult,
guildScore,
myScore,
gateHp,
info
})
} }
@@ -177,6 +280,12 @@ export class GateActivityHandler {
} }
} }
async debugGetPrivate(msg: { }, session: BackendSession) {
let guildCode = session.get('guildCode');
let res = getGuildActivityObj(this.aid).getObj(guildCode);
return resResult(STATUS.SUCCESS, res)
}
async test() { async test() {
let result = await setMedianCe(); let result = await setMedianCe();
@@ -4,8 +4,19 @@ import { reduceCe } from "../pubUtils/util";
import { GUILDACTIVITY } from "../pubUtils/dicParam"; import { GUILDACTIVITY } from "../pubUtils/dicParam";
import { gameData } from "../pubUtils/data"; import { gameData } from "../pubUtils/data";
import { getCurHourPoint, getCutDay, nowSeconds } from "../pubUtils/timeUtil"; import { getCurHourPoint, getCutDay, nowSeconds } from "../pubUtils/timeUtil";
import { GUILD_ACTIVITY_STATUS } from "../consts"; import { GUILD_ACTIVITY_STATUS, GET_POINT_WAYS, GUILD_ACTIVITY_TYPE } from "../consts";
import { Record } from "../db/UserGuildActivityRec"; import { Record } from "../db/UserGuildActivityRec";
import { GateMembersRec, GateActivityObject } from "../domain/battleField/guildActivity";
let gateActivityObj: GateActivityObject;
export function getGuildActivityObj(aid: number) {
if(aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) {
if(!gateActivityObj) {
gateActivityObj = new GateActivityObject()
}
return gateActivityObj;
}
}
/** /**
* 定时任务,获得前一天的活跃玩家中位数武将战力 * 定时任务,获得前一天的活跃玩家中位数武将战力
@@ -75,32 +86,38 @@ export function getGuildActivityStatus(id: number) {
} }
} }
export function getRecordScore(aid: number, record: { round: number, dataId: number }[]) { /**
* 根据每回合上报数据判断军功
* @param aid
* @param record
* @param memberRecord
*/
export function getRecordScore(aid: number, record: { round: number, dataId: number }[], memberRecord: GateMembersRec) {
let dicGuildActivity = gameData.guildActivity.get(aid); let dicGuildActivity = gameData.guildActivity.get(aid);
console.log('xxxx', dicGuildActivity.warid)
if(!dicGuildActivity) return false; if(!dicGuildActivity) return false;
let dicWarJson = gameData.warJson.get(dicGuildActivity.warid); let dicWarJson = gameData.warJson.get(dicGuildActivity.warid);
if(!dicWarJson) return false; if(!dicWarJson) return false;
let curRound = record[0]?.round; let { round: curRound, enemies: historyEnemies} = memberRecord;
let sum = 0, newRecords = new Array<Record>() let sum = 0, newRecords = new Array<Record>();
for(let {round, dataId} of record) { for(let {round, dataId} of record) {
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 }
} }
+11 -1
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@@ -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;
} }
+16
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@@ -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
}
+1
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@@ -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 -4
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@@ -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;