军团活动:蛮夷入侵
This commit is contained in:
118
game-server/app/services/guildActivity/cityActivityObj.ts
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118
game-server/app/services/guildActivity/cityActivityObj.ts
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// 军团活动蛮夷入侵城门血量等数据存储
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import { Member } from "../../domain/battleField/guildActivity";
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// 军团诸侯混战等数据
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export class CityActivityObject {
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private gateHp: Map<string, number> = new Map(); // 城门血条,每个cityId有一条血条 serverId&cityId => gateHp
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private members: Map<string, Array<Member>> = new Map(); // 每个军团参与的成员 guildCode => [{roleId, job}]
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private cities: Map<string, string[]> = new Map(); // 各个城池参与的军团 serverId&cityId => [guildCode]
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private guilds: Map<string, number> = new Map(); // 军团所在的城池 guildCode => cityId
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private historyCity: Map<string, number> = new Map(); // 获取自己打开过的城池的页面 roleId => cityId
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private sentCity: string[] = [];
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private getKey(serverId: number, cityId: number) {
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return `${serverId}_${cityId}`;
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}
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private decodeKey(key: string) {
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let arr = key.split('_');
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return {
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serverId: parseInt(arr[0]),
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cityId: parseInt(arr[1])
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}
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}
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public getObj( serverId: number, cityId: number, guildCode: string) {
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let key = this.getKey(serverId, cityId);
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return {
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gateHp: this.gateHp.get(key),
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members: this.members.get(guildCode),
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city: this.cities.get(key),
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guild: this.guilds.get(guildCode)
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}
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}
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public getAllCities() {
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let allCities = new Array<{ serverId: number, cityId: number, guildCodes: string[]}>();
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let serverlists = new Array<number>();
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for(let [key, guildCodes] of this.cities) {
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if(this.sentCity.indexOf(key) == -1) {
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let { serverId, cityId } = this.decodeKey(key);
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allCities.push({ serverId, cityId, guildCodes });
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if(!serverlists.includes(serverId)) serverlists.push(serverId);
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}
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}
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return {cities: allCities, serverlists};
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}
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public getGuildsInCity(serverId: number, cityId: number) {
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let key = this.getKey(serverId, cityId);
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return this.cities.get(key)||[];
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}
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public getMembersOfGuild(guildCode: string) {
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return this.members.get(guildCode)||[];
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}
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public getGateHpAndInc(serverId: number, cityId: number, maxHp: number, inc: number = 0) {
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let key = this.getKey(serverId, cityId);
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let gateHp = this.gateHp.get(key);
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if(!this.gateHp.has(key)) {
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gateHp = maxHp;
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}
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if(inc != 0) {
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gateHp += inc;
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this.gateHp.set(key, gateHp);
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}
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if(gateHp <= 0) gateHp = 0;
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return gateHp
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}
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public getHistoryCity(roleId: string) {
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return this.historyCity.get(roleId)
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}
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public setHistoryCity(roleId: string, cityId: number) {
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return this.historyCity.set(roleId, cityId);
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}
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public pushMembers(guildCode: string, roleId: string, job: number, code: string) {
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if(this.members.has(guildCode)) {
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let members = this.members.get(guildCode);
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if(members.findIndex(cur => cur.roleId == roleId) == -1) {
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members.push({ roleId, job, code });
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}
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} else {
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let arr = new Array<string>();
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arr.push(roleId);
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this.members.set(guildCode, [{ roleId, job, code }]);
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}
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}
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public pushGuild(guildCode: string, serverId: number, cityId: number) {
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let key = this.getKey(serverId, cityId);
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if(!this.cities.has(key)) {
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this.cities.set(key, [guildCode]);
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} else {
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let arr = this.cities.get(key);
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if(!arr.includes(guildCode)) {
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arr.push(guildCode);
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}
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}
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this.guilds.set(guildCode, cityId);
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}
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public delCityRecord(cityId: number, serverId: number) {
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let key = this.getKey(serverId, cityId);
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// let guildCodes = this.cities.get(key)||[];
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// for(let guildCode of guildCodes) {
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// this.members.delete(guildCode);
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// this.guilds.delete(guildCode);
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// }
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// this.cities.delete(key);
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this.sentCity.push(key);
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}
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}
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67
game-server/app/services/guildActivity/gateActivityObj.ts
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67
game-server/app/services/guildActivity/gateActivityObj.ts
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@@ -0,0 +1,67 @@
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// 军团活动蛮夷入侵城门血量等数据存储
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import { Member, GateMembersRec } from "../../domain/battleField/guildActivity";
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import { GUILDACTIVITY } from "../../pubUtils/dicParam";
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export class GateActivityObject {
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private members: Map<string, Array<Member>> = new Map(); // 每个军团参与的成员 guildCode => [{roleId, job}]
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private membersRecord: Map<string, GateMembersRec> = new Map(); // 每个成员的回合数和敌军数,防刷 recCode => GateMembersRec
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private guilds: Map<number, string[]> = new Map(); // 参加的所有军团 server => [guildCode]
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public getObj(guildCode: string, serverId: number) {
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// console.log(guildCode, serverId)
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return {
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members: this.members.get(guildCode)||[],
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memberesRecord: [...this.membersRecord],
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guilds: this.guilds.get(serverId)||[]
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}
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}
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public getGuilds() {
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return this.guilds;
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}
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public pushMembers(guildCode: string, serverId: number, roleId: string, job: number, code: string) {
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if(this.members.has(guildCode)) {
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let members = this.members.get(guildCode);
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if(members.findIndex(cur => cur.roleId == roleId) == -1) {
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members.push({ roleId, job, code });
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}
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} else {
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let arr = new Array<string>();
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arr.push(roleId);
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this.members.set(guildCode, [{ roleId, job, code }]);
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}
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if(this.guilds.has(serverId)) {
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let arr = this.guilds.get(serverId);
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if(!arr.includes(guildCode)) arr.push(guildCode);
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this.guilds.set(serverId, arr);
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} else {
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this.guilds.set(serverId, [guildCode]);
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}
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}
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public getMemberRecord(recCode: string, roleId: string) {
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return this.membersRecord.get(recCode)||new GateMembersRec(roleId)
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}
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public setMemberRecord(recCode: string, newMemberRecord: GateMembersRec) {
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this.membersRecord.set(recCode, newMemberRecord);
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}
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public delMemberRecord(recCode: string) {
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this.membersRecord.delete(recCode);
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}
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public delGuildRecord(guildCode: string, serverId: number) {
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let guildList = this.guilds.get(serverId);
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if(guildList) {
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let index = guildList.indexOf(guildCode);
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guildList.splice(index, 1);
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}
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this.members.delete(guildCode);
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}
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}
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794
game-server/app/services/guildActivity/guildActivityService.ts
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794
game-server/app/services/guildActivity/guildActivityService.ts
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@@ -0,0 +1,794 @@
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import { ServerlistModel } from "../../db/Serverlist";
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import { RoleModel } from "../../db/Role";
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import { reduceCe } from "../../pubUtils/util";
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import { GUILDACTIVITY } from "../../pubUtils/dicParam";
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import { gameData, getGuildAuctionRewards, getCityActivityRewards } from "../../pubUtils/data";
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import { getCurDay, nowSeconds, getTimeFun } from "../../pubUtils/timeUtil";
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import { GUILD_ACTIVITY_STATUS, GET_POINT_WAYS, GUILD_ACTIVITY_TYPE, REDIS_KEY, AUCTION_SOURCE, MAIL_TYPE, CITY_STATUS, DEBUG_MAGIC_WORD, GUILD_POINT_WAYS, TASK_TYPE, AUCTION_TIME } from "../../consts";
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import { Record, UserGuildActivityRecModel } from "../../db/UserGuildActivityRec";
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import { GateMembersRec, CityParam, Member, WoodenHorse } from "../../domain/battleField/guildActivity";
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import { DicGuildActivity } from "../../pubUtils/dictionary/DicGuildActivity";
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import { getAllServers, getRoleOnlineInfo } from "../redisService";
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import { SimpleGuildRankParam, SimpleRoleRankParam, SimpleGuildRankWithTimeParam, GuildRankInfo, RoleRankInfo } from "../../domain/rank";
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import { getGuildChannelSid, getWorldChannelSid, getCityChannelSid } from "../chatChannelService";
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import { pinus } from "pinus";
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import { GuildActivityRecordModel } from "../../db/GuildActivityRec";
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import { genAuction } from "../auctionService";
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import { sendMailByContent } from "../mailService";
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import { getHonourObject } from '../../pubUtils/itemUtils';
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import { GuildActivityCityType, GuildActivityCityModel } from "../../db/GuildActivityCity";
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import { DicCityActivity } from "../../pubUtils/dictionary/DicCityActivity";
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import { CityActivityObject } from "./cityActivityObj";
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import { GateActivityObject } from "./gateActivityObj";
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import { RaceActivityObject } from "./raceActivityObj";
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import { Rank } from "../rankService";
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import { BossInstanceModel } from "../../db/BossInstance";
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import { UserGuildModel } from "../../db/UserGuild";
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import { raceActivityEnd } from "../timeTaskService";
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import { addActive } from "../guildService";
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import { checkTask, checkActivityTask } from "../taskService";
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let gateActivityObj: GateActivityObject;
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let cityActivityObj: CityActivityObject;
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let raceActivityObj: RaceActivityObject;
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export function getGateActivityObj() {
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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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export function getCityActivityObj() {
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if (!cityActivityObj) {
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cityActivityObj = new CityActivityObject();
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}
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return cityActivityObj;
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}
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export function getRaceActivityObj() {
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if (!raceActivityObj) {
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raceActivityObj = new RaceActivityObject();
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}
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return raceActivityObj;
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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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*/
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export async function setMedianCe() {
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let servers = await ServerlistModel.findByEnv(pinus.app.get('env'));
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for (let server of servers) {
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let medianRole = await RoleModel.getMedianRole(server.id);
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if (!medianRole) {
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await ServerlistModel.updateByServerId(server.id, { medianCe: GUILDACTIVITY.GATEACTIVITY_ENEMYCE });
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} else {
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let { topLineup } = medianRole;
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let topHero = topLineup.sort((a, b) => b.ce - a.ce);
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let medianCe = reduceCe(topHero[0].ce);
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await ServerlistModel.updateByServerId(server.id, { medianCe });
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}
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}
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return servers;
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}
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/**
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* 获得本服前一天活跃玩家中位数玩家的最强武将战力
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* @param serverId
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*/
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export async function getMedianCe(serverId: number) {
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let server = await ServerlistModel.findByServerId(serverId);
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if (server) {
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return server.medianCe;
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}
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return GUILDACTIVITY.GATEACTIVITY_ENEMYCE;
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}
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/**
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* 根据当前时间判断军团活动倒计时
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* @param id 军团活动id
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*/
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export function getGuildActivityStatus(id: number) {
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let dicGuildActivity = gameData.guildActivity.get(id);
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if (!dicGuildActivity) return false;
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return getGuildActivityByDic(dicGuildActivity);
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}
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export function getAllGuildActivityStatus() {
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let guildActivities: { aid: number, status: number, time: number, isOpen: boolean }[] = [];
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gameData.guildActivity.forEach((dicGuildActivity, aid) => {
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let res = getGuildActivityByDic(dicGuildActivity);
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guildActivities.push({aid ,...res});
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});
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return guildActivities;
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}
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export function getGuildActivityByDic(dicGuildActivity: DicGuildActivity) {
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let t = getTimeFun();
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// console.log('*********', dicGuildActivity.startTime, dicGuildActivity.startMinute, dicGuildActivity.startSeconds)
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let startTime = <number>t.getTimeWithHour(dicGuildActivity.startTime, dicGuildActivity.startMinute, dicGuildActivity.startSeconds);
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let countdownTime = <number>t.getTimeWithHour(dicGuildActivity.countDown);
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let { duringTime, openDay } = dicGuildActivity;
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let endTime = startTime + duringTime;
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let status = 0, time = 0;
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let now = nowSeconds();
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if (now >= countdownTime && now < startTime) {
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status = GUILD_ACTIVITY_STATUS.WAITING;
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time = startTime - now;
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} else if (now >= startTime && now < endTime) {
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status = GUILD_ACTIVITY_STATUS.START;
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time = endTime - now;
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} else {
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status = GUILD_ACTIVITY_STATUS.END;
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}
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let day = getCurDay();
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let isOpen = openDay.includes(day);
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return {
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status, time, isOpen
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}
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}
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/**
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* 军团活动状态变化推送,包括开始活动和定时结束活动,3种活动都会推送
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*/
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export async function sendGuildActivityStatus(serverId: number) {
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let chatSid = await getWorldChannelSid(serverId);
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pinus.app.rpc.chat.chatRemote.sendGuildActivityUpdate.toServer(chatSid, serverId);
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}
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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, round: number, record: { round: number, dataId: number }[], memberRecord: GateMembersRec) {
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let dicGuildActivity = gameData.guildActivity.get(aid);
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if (!dicGuildActivity) return false;
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let dicWarJson = gameData.warJson.get(dicGuildActivity.warid);
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if (!dicWarJson) return false;
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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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for (let { round, dataId } of record) {
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if (!historyEnemies.includes(dataId)) {
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let enemy = dicWarJson.find(cur => cur.dataId == dataId);
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let enemyType = enemy.enemyType;
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let score = gameData.gateActivityPoint.get(enemyType);
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newRecords.push({ round, dataId, score, enemyType });
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sum += score;
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historyEnemies.push(dataId);
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}
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}
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for (let i = curRound + 1; i <= round; i++) {
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sum += gameData.gateActivityPoint.get(GET_POINT_WAYS.ROUND_START);
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memberRecord.round = i;
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}
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return { score: sum, newRecords, memberRecord }
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}
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export async function getGateActivityRank(guildCode: string, serverId: number, roleId?: string, roleName?: string) {
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let r = new Rank(REDIS_KEY.GATE_ACTIVITY, { serverId }, true);
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r.setGenerFieldsFun(generGuildActivityRankField);
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let { ranks: guildRank, myRank: myGuildRank } = await r.getRankListWithMyRank({ guildCode });
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if (!myGuildRank) {
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myGuildRank = await r.generMyRankWithGuild(guildCode, 0, 0);
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}
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let myR = new Rank(REDIS_KEY.USER_GATE_ACTIVITY, { serverId, guildCode }, true);
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myR.setGenerFieldsFun(generGuildActivityMemberRankField);
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let { ranks: memberRank, myRank: myMemberRank } = await myR.getRankListWithMyRank({ roleId });
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if (roleName && !myMemberRank) {
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myMemberRank = await myR.generMyRankWithRole(roleId, 0, 0);
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}
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return { guildRank, myGuildRank, memberRank, myMemberRank }
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}
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export async function getCityActivityRank(guildCode: string, serverId: number, cityId: number, roleId?: string, roleName?: string) {
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let r = new Rank(REDIS_KEY.CITY_ACTIVITY, { serverId, cityId }, true);
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r.setGenerFieldsFun(generGuildActivityRankField);
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let { ranks: guildRank, myRank: myGuildRank } = await r.getRankListWithMyRank({ guildCode });
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if (!myGuildRank) {
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myGuildRank = await r.generMyRankWithGuild(guildCode, 0, 0);
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}
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let myR = new Rank(REDIS_KEY.USER_CITY_ACTIVITY, { serverId, guildCode }, true);
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myR.setGenerFieldsFun(generGuildActivityMemberRankField);
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let { ranks: memberRank, myRank: myMemberRank } = await myR.getRankListWithMyRank({ roleId });
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if (roleName && !myMemberRank) {
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myMemberRank = await myR.generMyRankWithRole(roleId, 0, 0);
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}
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return { guildRank, myGuildRank, memberRank, myMemberRank }
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}
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export async function getRaceActivityRank(guildCode: string, serverId: number) {
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let r = new Rank(REDIS_KEY.RACE_ACTIVITY, { serverId }, true);
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r.setGenerFieldsFun(generField);
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let { myRank, ranks } = await r.getRankListWithMyRank({ guildCode });
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if (!myRank) {
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myRank = await r.generMyRankWithGuild(guildCode, 0, 0);
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}
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return { guildRank: ranks, myGuildRank: myRank }
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}
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||||
|
||||
function generField(params: GuildRankInfo) {
|
||||
let { rank, code, name, num, time } = params;
|
||||
let param = new SimpleGuildRankWithTimeParam(rank, code, name, { distance: num / 1000, time: Math.floor(time), startTime: 0, durability: 0 });
|
||||
return param;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取和自己同屏的5个木牛流马
|
||||
* @param guildCode
|
||||
* @param serverId
|
||||
*/
|
||||
export async function getWoodenHorseList(guildCode: string, serverId: number) {
|
||||
let obj = getRaceActivityObj();
|
||||
let r = new Rank(REDIS_KEY.RACE_ACTIVITY, { serverId }, true, 5);
|
||||
|
||||
let myRank = await r.getMyRank({ guildCode });
|
||||
let startRank = myRank - 2 > 0 ? myRank - 2 : 1;
|
||||
let endRank = startRank + 4;
|
||||
let range = <GuildRankInfo[]>await r.getRankByRange(startRank, endRank);
|
||||
let woodenHorseList = new Array<WoodenHorse>();
|
||||
for (let { code } of range) {
|
||||
let woodenHorse = await obj.getWoodenHorse(code, serverId);
|
||||
if (woodenHorse) {
|
||||
woodenHorseList.push(woodenHorse);
|
||||
}
|
||||
}
|
||||
return woodenHorseList;
|
||||
}
|
||||
|
||||
function generGuildActivityRankField(param: GuildRankInfo) {
|
||||
let { rank, code, name, num } = param;
|
||||
return new SimpleGuildRankParam(rank, code, name, num);
|
||||
}
|
||||
|
||||
function generGuildActivityMemberRankField(param: RoleRankInfo) {
|
||||
let { rank, roleId, roleName, num } = param;
|
||||
return new SimpleRoleRankParam(rank, roleId, roleName, num);
|
||||
}
|
||||
|
||||
/**
|
||||
* 对这个guild服内所有军团发排行榜信息
|
||||
* @param aid 活动类型
|
||||
*/
|
||||
export async function sendAllGuildRanks(aid: number) {
|
||||
if (aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) {
|
||||
let obj = getGateActivityObj();
|
||||
let guilds = obj.getGuilds();
|
||||
for (let [serverId, guildCodes] of guilds) {
|
||||
// TODO 不需要每个军团都排序一次
|
||||
for (let guildCode of guildCodes) {
|
||||
let ranks = await getGateActivityRank(guildCode, serverId);
|
||||
let chatSid = await getGuildChannelSid(guildCode);
|
||||
pinus.app.rpc.chat.guildRemote.pushRank.toServer(chatSid, guildCode, ranks);
|
||||
}
|
||||
}
|
||||
} else if (aid == GUILD_ACTIVITY_TYPE.CITY_ACTIVITY) {
|
||||
let obj = getCityActivityObj();
|
||||
let { cities } = obj.getAllCities();
|
||||
// console.log(JSON.stringify(cities));
|
||||
for (let { serverId, cityId, guildCodes } of cities) {
|
||||
for (let guildCode of guildCodes) {
|
||||
let ranks = await getCityActivityRank(guildCode, serverId, cityId);
|
||||
let chatSid = await getGuildChannelSid(guildCode);
|
||||
pinus.app.rpc.chat.guildRemote.pushCityActRank.toServer(chatSid, guildCode, ranks);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 活动结算奖励
|
||||
* @param aid 活动类型
|
||||
*/
|
||||
export async function sendGuildActEndMsg(aid: number) {
|
||||
|
||||
if (aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) {
|
||||
let obj = getGateActivityObj();
|
||||
console.log('******** gateActivity', obj);
|
||||
let guilds = obj.getGuilds();
|
||||
console.log('******** guilds', guilds);
|
||||
for (let [serverId, guildCodes] of guilds) {
|
||||
// console.log('***** serverId', serverId, 'guildCodes', guildCodes);
|
||||
for (let guildCode of guildCodes) {
|
||||
await gateActivitySettleReward(guildCode, serverId);
|
||||
}
|
||||
}
|
||||
gateActivityObj = new GateActivityObject();
|
||||
} else if (aid == GUILD_ACTIVITY_TYPE.CITY_ACTIVITY) {
|
||||
let obj = getCityActivityObj();
|
||||
let { cities } = obj.getAllCities();
|
||||
for (let { serverId, cityId } of cities) {
|
||||
await cityActivitySettleReward(cityId, serverId);
|
||||
}
|
||||
cityActivityObj = new CityActivityObject();
|
||||
} else if (aid == GUILD_ACTIVITY_TYPE.RACE_ACTIVITY) {
|
||||
let obj = getRaceActivityObj();
|
||||
|
||||
for (let { guildCode, serverId } of obj.guildList) {
|
||||
let woodenHorse = await obj.getWoodenHorse(guildCode, serverId);
|
||||
if (woodenHorse && woodenHorse.status != 0 && !obj.hasSend(guildCode)) {
|
||||
await raceActivitySettleReward(guildCode, woodenHorse);
|
||||
}
|
||||
}
|
||||
raceActivityObj = new RaceActivityObject();
|
||||
}
|
||||
}
|
||||
|
||||
// 全服发送结束新号
|
||||
export async function sendEndMsgToAll() {
|
||||
let serverlist = await getAllServers();
|
||||
for (let serverId of serverlist) {
|
||||
let chatSid = await getWorldChannelSid(serverId);
|
||||
pinus.app.rpc.chat.chatRemote.sendGuildActivityEnd.toServer(chatSid, serverId);
|
||||
await sendGuildActivityStatus(serverId);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 单个军团城门血条破了之后给他发奖励
|
||||
* @param guildCode 军团code
|
||||
*/
|
||||
// export async function sendSingleGateActEndMsg(guildCode: string, serverId: number) {
|
||||
// let chatSid = await getGuildChannelSid(guildCode);
|
||||
// pinus.app.rpc.chat.guildRemote.sendGuildActivityEnd.toServer(chatSid, guildCode);
|
||||
// await gateActivitySettleReward(guildCode, serverId);
|
||||
// }
|
||||
|
||||
|
||||
/**
|
||||
* 单个城池城门血条破了之后给他发奖励
|
||||
* @param guildCode 军团code
|
||||
*/
|
||||
export async function sendSingleCityActEndMsg(cityId: number, serverId: number) {
|
||||
let chatSid = await getCityChannelSid(cityId);
|
||||
let obj = getCityActivityObj();
|
||||
let guildCodes = obj.getGuildsInCity(serverId, cityId);
|
||||
for (let guildCode of guildCodes) {
|
||||
pinus.app.rpc.chat.guildRemote.sendGuildActivityEnd.toServer(chatSid, guildCode);
|
||||
}
|
||||
await cityActivitySettleReward(cityId, serverId);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 单个军团抵达赛道之后给他发奖励
|
||||
* @param guildCode 军团code
|
||||
*/
|
||||
export async function sendSingleRaceActEndMsg(guildCode: string, woodenHorse: WoodenHorse) {
|
||||
let chatSid = await getGuildChannelSid(guildCode);
|
||||
pinus.app.rpc.chat.guildRemote.sendGuildActivityEnd.toServer(chatSid, guildCode);
|
||||
await raceActivitySettleReward(guildCode, woodenHorse);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 结算蛮夷入侵奖励
|
||||
* @param guildCode 军团code
|
||||
* @param serverId 服务器id
|
||||
*/
|
||||
export async function gateActivitySettleReward(guildCode: string, serverId: number) {
|
||||
console.log('gateActivitySettleReward', guildCode, serverId);
|
||||
let obj = getGateActivityObj();
|
||||
let { members } = obj.getObj(guildCode, serverId);
|
||||
// console.log('***** gateHp', gateHp, 'members', members);
|
||||
|
||||
let r = new Rank(REDIS_KEY.GATE_ACTIVITY, { serverId }, true);
|
||||
let rank = await r.getMyRank({ guildCode });
|
||||
let guildScore = await r.getMyScore({ guildCode });
|
||||
// console.log('****** ranks', rank, 'guildScore', guildScore);
|
||||
|
||||
let rewards = getGuildAuctionRewards(GUILD_ACTIVITY_TYPE.GATE_ACTIVITY, rank);
|
||||
// console.log('***** rewards', JSON.stringify(rewards));
|
||||
|
||||
let rec = await GuildActivityRecordModel.updateInfo(guildCode, GUILD_ACTIVITY_TYPE.GATE_ACTIVITY, {
|
||||
isSuccess: true,
|
||||
isCompleted: true,
|
||||
rank, score: guildScore,
|
||||
members, memberCnt: members.length,
|
||||
auctionType: AUCTION_SOURCE.GATE,
|
||||
rewards: rewards.map(cur => cur.goods)
|
||||
});
|
||||
// 结算功勋等奖励
|
||||
let dic = gameData.guildActivity.get(GUILD_ACTIVITY_TYPE.GATE_ACTIVITY);
|
||||
|
||||
let myR = new Rank(REDIS_KEY.USER_GATE_ACTIVITY, { serverId, guildCode }, true);
|
||||
|
||||
let ranks = <RoleRankInfo[]>await myR.getRankByRange();
|
||||
for (let { rank, roleId, num: myScore } of ranks) {
|
||||
let honour = dic.honour + myScore * GUILDACTIVITY.GATEACTIVITY_HONOUR_RATIO;
|
||||
await updateUserRecAndSendHonour(honour, myScore, rank, roleId, members);
|
||||
}
|
||||
for (let { roleId } of members) { // 只参加了,没有分数的人
|
||||
await updateUserRecAndSendHonour(dic.honour, 0, 0, roleId, members);
|
||||
}
|
||||
|
||||
// 加入拍卖行
|
||||
await genAuction(guildCode, AUCTION_SOURCE.GATE, rec.code, serverId, rewards);
|
||||
|
||||
// obj.delGuildRecord(guildCode, serverId);
|
||||
}
|
||||
|
||||
async function updateUserRecAndSendHonour(honour: number, myScore: number, rank: number, roleId: string, members: Member[]) {
|
||||
let honourObj = getHonourObject(Math.floor(honour));
|
||||
await sendMailByContent(MAIL_TYPE.GUILD_ACTIVITY_REWARD, roleId, { goods: [honourObj] })
|
||||
|
||||
await UserGuildActivityRecModel.updateInfoByRoleId(roleId, { score: myScore, rank });
|
||||
let index = members.findIndex(cur => cur.roleId == roleId);
|
||||
members.splice(index, 1);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 结算诸侯入侵奖励
|
||||
* @param cityId 城镇id
|
||||
* @param serverId 服务器id
|
||||
*/
|
||||
export async function cityActivitySettleReward(cityId: number, serverId: number) {
|
||||
let obj = getCityActivityObj();
|
||||
|
||||
let dicCity = gameData.cityActivity.get(cityId);
|
||||
if (!dicCity) return;
|
||||
let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp);
|
||||
let isSuccess = gateHp <= 0; // 血条未击破则没有占领军团
|
||||
|
||||
let r = new Rank(REDIS_KEY.CITY_ACTIVITY, { serverId, cityId }, true);
|
||||
let ranks = <GuildRankInfo[]>await r.getRankByRange();
|
||||
for (let { rank: guildRank, code: guildCode, name, num } of ranks) {
|
||||
if (guildRank == 1) {
|
||||
if (isSuccess) {
|
||||
await GuildActivityCityModel.guard(serverId, cityId, guildCode, name); // 占领
|
||||
} else {
|
||||
await GuildActivityCityModel.guard(serverId, cityId, "", ""); // 无人能占领
|
||||
}
|
||||
}
|
||||
let rewards = getGuildAuctionRewards(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY, guildRank, cityId);
|
||||
let members = obj.getMembersOfGuild(guildCode);
|
||||
|
||||
let rec = await GuildActivityRecordModel.updateInfo(guildCode, GUILD_ACTIVITY_TYPE.CITY_ACTIVITY, {
|
||||
memberCnt: members.length, members,
|
||||
isSuccess, isCompleted: true,
|
||||
rank: guildRank, damage: num, remainGateHp: gateHp,
|
||||
rewards: rewards.map(cur => cur.goods),
|
||||
auctionType: AUCTION_SOURCE.CITY,
|
||||
});
|
||||
|
||||
// 奖励加入拍卖行
|
||||
await genAuction(guildCode, AUCTION_SOURCE.CITY, rec.code, serverId, rewards);
|
||||
|
||||
let dic = gameData.guildActivity.get(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY);
|
||||
let myR = new Rank(REDIS_KEY.USER_GATE_ACTIVITY, { serverId, guildCode }, true);
|
||||
let ranks = <RoleRankInfo[]>await myR.getRankByRange();
|
||||
let userRank = 0;
|
||||
for (let { rank, roleId, num: myScore } of ranks) {
|
||||
let honour = dic.honour + getCityActivityRewards(dicCity.type, guildRank, rank);
|
||||
await updateUserRecAndSendHonour(honour, myScore, rank, roleId, members);
|
||||
userRank = rank;
|
||||
}
|
||||
for (let { roleId } of members) { // 只参加了,没有分数的人
|
||||
let honour = dic.honour + getCityActivityRewards(dicCity.type, guildRank, userRank);
|
||||
await updateUserRecAndSendHonour(honour, 0, 0, roleId, members);
|
||||
}
|
||||
}
|
||||
|
||||
obj.delCityRecord(cityId, serverId);
|
||||
}
|
||||
|
||||
/**
|
||||
* 清空完declareGuilds之后,做下一次活动的自动宣战
|
||||
*/
|
||||
export async function autoDeclare(serverId: number) {
|
||||
let allCities = await GuildActivityCityModel.getAllCities(serverId);
|
||||
let guardList = new Array<{ cityId: number, guardGuildCode: string }>();
|
||||
for (let { cityId, guardGuildCode } of allCities) {
|
||||
guardList.push({ cityId, guardGuildCode });
|
||||
await GuildActivityCityModel.clearGuard(serverId, cityId);
|
||||
}
|
||||
// console.log(JSON.stringify(guardList));
|
||||
for (let { cityId, guardGuildCode } of guardList) {
|
||||
let dicCity = gameData.cityActivity.get(cityId);
|
||||
if (guardGuildCode && dicCity.nextCity) {
|
||||
await GuildActivityCityModel.declare(serverId, dicCity.nextCity, guardGuildCode);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取活动参加者
|
||||
* @param guildCode 军团code
|
||||
* @param sourceType 拍卖类型 AUCTION_SOURCE
|
||||
* @param sourceCode 活动唯一code
|
||||
*/
|
||||
export async function participants(guildCode: string, sourceType: number, sourceCode: string) {
|
||||
if(sourceCode == DEBUG_MAGIC_WORD) {
|
||||
let userGuilds = await UserGuildModel.getListByGuild(guildCode);
|
||||
return userGuilds.map(cur => {
|
||||
return { roleId: cur.roleId, job: cur.job }
|
||||
})
|
||||
}
|
||||
|
||||
if (sourceType == AUCTION_SOURCE.BOSS) {
|
||||
let rec = await BossInstanceModel.findBySourceCode(guildCode, sourceCode);
|
||||
if (!rec) return [];
|
||||
|
||||
return rec.ranks.map(cur => {
|
||||
return { roleId: cur.roleId, job: cur.job }
|
||||
});
|
||||
} else {
|
||||
let rec = await GuildActivityRecordModel.findBySourceCode(guildCode, sourceType, sourceCode);
|
||||
if (!rec) return [];
|
||||
|
||||
return rec.members || [];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取诸侯入侵各个城池状态
|
||||
* @param guildCode 我方军团
|
||||
* @param dbCities 所有城池
|
||||
*/
|
||||
export function getCities(guildCode: string, dbCities: GuildActivityCityType[]) {
|
||||
|
||||
let cities = new Array<CityParam>();
|
||||
for (let [cityId, dic] of gameData.cityActivity) {
|
||||
let param = new CityParam(cityId);
|
||||
let curCity = dbCities.find(cur => cur.cityId == cityId);
|
||||
|
||||
if (curCity) {
|
||||
param.guardGuildCode = curCity.guardGuildCode || "";
|
||||
param.guardGuildName = curCity.guardGuildName || "";
|
||||
param.declareCount = curCity.declareCount || 0;
|
||||
}
|
||||
|
||||
param.status = getCityStatus(guildCode, cityId, dic, dbCities);
|
||||
cities.push(param);
|
||||
}
|
||||
return cities
|
||||
}
|
||||
|
||||
/**
|
||||
* 诸侯混战 获取城池状态
|
||||
* @param guildCode
|
||||
* @param cityId
|
||||
* @param dic
|
||||
* @param dbCities
|
||||
*/
|
||||
export function getCityStatus(guildCode: string, cityId: number, dic: DicCityActivity, dbCities: GuildActivityCityType[]) {
|
||||
let status = CITY_STATUS.NOT_OPEN;
|
||||
let d = getCurDay(true);
|
||||
let { week, preCity } = dic;
|
||||
let activityStatus = getGuildActivityStatus(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY);
|
||||
if (!activityStatus) {
|
||||
return CITY_STATUS.NOT_OPEN
|
||||
}
|
||||
|
||||
let dicGuildActivity = gameData.guildActivity.get(GUILD_ACTIVITY_TYPE.CITY_ACTIVITY);
|
||||
let { openDay } = dicGuildActivity;
|
||||
let curIndex = openDay.indexOf(week[0]);
|
||||
let startDay = openDay[curIndex - 1] || 0;
|
||||
let endDay = openDay[openDay.length - 1] || 0;
|
||||
if (d >= startDay && d <= endDay) status = CITY_STATUS.CAN_DECLARE;
|
||||
if (d == startDay && activityStatus.status != GUILD_ACTIVITY_STATUS.END) status = CITY_STATUS.NOT_OPEN;
|
||||
if (d == endDay && activityStatus.status == GUILD_ACTIVITY_STATUS.END) status = CITY_STATUS.NOT_OPEN;
|
||||
|
||||
let curCity = dbCities.find(cur => cur.cityId == cityId);
|
||||
if (curCity) {
|
||||
if (curCity.guardGuildCode == guildCode) {
|
||||
status = CITY_STATUS.GUARD;
|
||||
} else if (curCity.declareGuilds.includes(guildCode)) {
|
||||
status = CITY_STATUS.DECLARED;
|
||||
}
|
||||
}
|
||||
// let hasGuard = false, hasDeclared = false;
|
||||
// for(let { cityId: _cityId, guardGuildCode, declareGuilds } of dbCities) {
|
||||
// let dicCity = gameData.cityActivity.get(_cityId);
|
||||
// if(dicCity.type == dic.type) {
|
||||
// if(guardGuildCode == guildCode) hasGuard = true;
|
||||
// if(declareGuilds.includes(guildCode)) hasDeclared = true;
|
||||
// }
|
||||
// }
|
||||
// if(status == CITY_STATUS.CAN_DECLARE && !hasDeclared && preCity.length > 0) {
|
||||
// status = CITY_STATUS.NOT_OPEN;
|
||||
// }
|
||||
|
||||
return status;
|
||||
}
|
||||
|
||||
/**
|
||||
* 每秒计算木牛流马状态并下发
|
||||
* @param serverId 区id
|
||||
*/
|
||||
export async function calWoodenHorseAndSend(serverId: number) {
|
||||
console.log('calWoodenHorseAndSend');
|
||||
let guildKey = REDIS_KEY.RACE_ACTIVITY;
|
||||
let obj = getRaceActivityObj();
|
||||
let calResult = new Map<string, WoodenHorse>();
|
||||
for(let [code] of obj.getAllWoodenHorses()) {
|
||||
let _obj = await obj.getWoodenHorse(code, serverId);
|
||||
if(_obj) calResult.set(code, _obj);
|
||||
}
|
||||
|
||||
let fun = async function (param: GuildRankInfo) {
|
||||
let { rank, code, name } = param;
|
||||
let _obj = calResult.get(code);
|
||||
return new SimpleGuildRankWithTimeParam(rank, code, name, _obj);
|
||||
}
|
||||
let r = new Rank(REDIS_KEY.RACE_ACTIVITY, { serverId }, true);
|
||||
r.setGenerFieldsFun(fun);
|
||||
let ranks = <GuildRankInfo[]>await r.getRankByRange();
|
||||
let map = new Map<number, WoodenHorse[]>();
|
||||
|
||||
let guildRank = new Array<SimpleGuildRankWithTimeParam>();
|
||||
let l = ranks.length > 10 ? 10 : ranks.length;
|
||||
for (let i = 0; i < l; i++) {
|
||||
let { rank, code, name, num } = ranks[i]
|
||||
let _obj = await obj.getWoodenHorse(code, serverId);
|
||||
let param = new SimpleGuildRankWithTimeParam(rank, code, name, _obj);
|
||||
guildRank.push(param);
|
||||
}
|
||||
|
||||
// 找到往前和往后2艘船
|
||||
for (let i = 0; i < ranks.length; i++) {
|
||||
let { code } = ranks[i];
|
||||
for (let j = i; j <= i + 2; j++) {
|
||||
if (j <= ranks.length - 1 && !map.has(j)) {
|
||||
map.set(j, new Array<WoodenHorse>());
|
||||
}
|
||||
}
|
||||
for (let [rank, woodenHorseList] of map) {
|
||||
let limit = 5;
|
||||
if (rank - 2 < 0) limit += rank - 2;
|
||||
if (rank + 2 > ranks.length - 1) limit -= (rank + 2) - (ranks.length - 1);
|
||||
|
||||
let woodenHorse = await obj.getWoodenHorse(code, serverId);
|
||||
if (!!woodenHorse) {
|
||||
map.get(rank).push(woodenHorse);
|
||||
} else {
|
||||
limit--; // 理论上不能出现没有woodenHorse的情况,但是如果出现了,以防无返回
|
||||
}
|
||||
let len = map.get(rank).length;
|
||||
if (len >= limit) {
|
||||
// 发送
|
||||
// console.log('send', woodenHorseList.length);
|
||||
let curRank = ranks[rank];
|
||||
let wh = await obj.getWoodenHorse(curRank.code, serverId);
|
||||
let myGuildRank = new SimpleGuildRankWithTimeParam(curRank.rank, curRank.code, curRank.name, wh);
|
||||
|
||||
let chatSid = await getGuildChannelSid(curRank.code);
|
||||
let events = obj.getEvents(curRank.code, wh ? wh.distance : 0);
|
||||
pinus.app.rpc.chat.guildRemote.pushRaceHorseUpdate.toServer(chatSid, curRank.code, woodenHorseList, { guildRank, myGuildRank }, events);
|
||||
|
||||
map.delete(rank);
|
||||
}
|
||||
}
|
||||
}
|
||||
calResult.clear();
|
||||
return;
|
||||
}
|
||||
|
||||
/**
|
||||
* 木牛流马活动开始信号
|
||||
*/
|
||||
export async function sendRaceStartMsg(serverId: number) {
|
||||
let obj = getRaceActivityObj();
|
||||
obj.startRace(); // 设置开启活动
|
||||
|
||||
let chatSid = await getWorldChannelSid(serverId);
|
||||
pinus.app.rpc.chat.chatRemote.sendRaceActivityStart.toServer(chatSid, serverId);
|
||||
await calWoodenHorseAndSend(serverId);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 结算粮草先行奖励
|
||||
* @param cityId 城镇id
|
||||
* @param serverId 服务器id
|
||||
*/
|
||||
export async function raceActivitySettleReward(guildCode: string, woodenHorse: WoodenHorse) {
|
||||
let { serverId, durability, distance } = woodenHorse;
|
||||
let obj = getRaceActivityObj();
|
||||
// 计算排名,计算耐久,发送奖励
|
||||
let r = new Rank(REDIS_KEY.RACE_ACTIVITY, { serverId }, true);
|
||||
let isSuccess = distance >= GUILDACTIVITY.RACEACTIVITY_LENGTH; // 血条未击破则没有占领军团
|
||||
let myGuildRank = await r.getMyRank({ guildCode });
|
||||
let members = obj.getMembersOfGuild(guildCode);
|
||||
|
||||
let rewards = getGuildAuctionRewards(GUILD_ACTIVITY_TYPE.RACE_ACTIVITY, myGuildRank);
|
||||
let rec = await GuildActivityRecordModel.updateInfo(guildCode, GUILD_ACTIVITY_TYPE.RACE_ACTIVITY, {
|
||||
memberCnt: members.length, members,
|
||||
isSuccess, isCompleted: true, rank: myGuildRank,
|
||||
rewards: rewards.map(cur => cur.goods),
|
||||
woodenHorse,
|
||||
});
|
||||
if (rec) {
|
||||
// 奖励加入拍卖行
|
||||
await genAuction(guildCode, AUCTION_SOURCE.RACE, rec.code, serverId, rewards);
|
||||
|
||||
let dic = gameData.guildActivity.get(GUILD_ACTIVITY_TYPE.RACE_ACTIVITY);
|
||||
let honour = dic.honour + Math.floor(durability * GUILDACTIVITY.RACEACTIVITY_DURABILITY_REWARD);
|
||||
|
||||
for(let { roleId } of members) {
|
||||
await updateUserRecAndSendHonour(honour, 0, myGuildRank, roleId, members);
|
||||
|
||||
let onlineUser = await getRoleOnlineInfo(roleId);
|
||||
// 发放活跃
|
||||
await addActive(roleId, serverId, GUILD_POINT_WAYS.ACTIVITY); //获得活跃值
|
||||
}
|
||||
}
|
||||
|
||||
// 删除数据
|
||||
obj.deleteFromList(guildCode);
|
||||
}
|
||||
|
||||
/**
|
||||
* 军团练兵场通关层数后全团发送弹窗礼包
|
||||
* @param guildCode 军团code
|
||||
*/
|
||||
export async function sendPopUpActivityData(guildCode: string, serverId: number, data: any[]) {
|
||||
let chatSid = await getGuildChannelSid(guildCode);
|
||||
pinus.app.rpc.chat.guildRemote.sendPopUpActivity.toServer(chatSid, guildCode, data);
|
||||
}
|
||||
|
||||
/**
|
||||
* !! 注意,这条函数会改变内存中的字典表,仅用于测试中使用
|
||||
* 改变字典表中的军团活动开始时间&持续时间
|
||||
* @param {number} aid 活动
|
||||
* @param {number} startSeconds 从现在开始几秒后开启活动
|
||||
* @param {number} endSeconds 从开始之后几秒后结束活动
|
||||
*/
|
||||
export async function setDicGuildActivity(now: number, aid: number, startSeconds: number, endSeconds: number) {
|
||||
let startTime = new Date(now + startSeconds * 1000);
|
||||
if(aid != 0) {
|
||||
let guildActivity = gameData.guildActivity;
|
||||
let cur = guildActivity.get(aid);
|
||||
|
||||
cur.startMinute = startTime.getMinutes();
|
||||
cur.startTime = startTime.getHours();
|
||||
cur.startSeconds = startTime.getSeconds();
|
||||
cur.duringTime = endSeconds;
|
||||
}
|
||||
return startTime.getTime();
|
||||
}
|
||||
|
||||
export async function setDicAuctionTime(startTime: number, endActivity: number, startGuild: number, endGuild: number, startWorld: number, endWorld: number) {
|
||||
|
||||
// console.log('********* setDicAuctionTime', startTime, endActivity, startGuild, endGuild, startWorld, endWorld);
|
||||
let startGuildDate = new Date(startTime + endActivity * 1000 + startGuild * 1000);
|
||||
let endGuildDate = new Date(startGuildDate.getTime() + endGuild * 1000);
|
||||
let startWorldDate = new Date(endGuildDate.getTime() + startWorld * 1000);
|
||||
let endWorldDate = new Date(startWorldDate.getTime() + endWorld * 1000);
|
||||
|
||||
|
||||
// console.log('********* setDicAuctionTime', startGuildDate, endGuildDate, startWorldDate, endWorldDate);
|
||||
|
||||
gameData.auctionTime.set(AUCTION_TIME.GUILD_PREVIEW, formatTime(new Date(startTime)));
|
||||
gameData.auctionTime.set(AUCTION_TIME.GUILD_OPEN, formatTime(startGuildDate));
|
||||
gameData.auctionTime.set(AUCTION_TIME.GUILD_CLOSE, formatTime(endGuildDate));
|
||||
gameData.auctionTime.set(AUCTION_TIME.WORLD_PREVIEW, formatTime(endGuildDate));
|
||||
gameData.auctionTime.set(AUCTION_TIME.WORLD_OPEN, formatTime(startWorldDate));
|
||||
gameData.auctionTime.set(AUCTION_TIME.WORLD_CLOSE, formatTime(endWorldDate));
|
||||
|
||||
// console.log('*********** setDicAuctionTime', gameData.auctionTime)
|
||||
}
|
||||
|
||||
function formatTime(date: Date) {
|
||||
return { hour: date.getHours(), minute: date.getMinutes(), seconds: date.getSeconds() }
|
||||
}
|
||||
217
game-server/app/services/guildActivity/raceActivityObj.ts
Normal file
217
game-server/app/services/guildActivity/raceActivityObj.ts
Normal file
@@ -0,0 +1,217 @@
|
||||
|
||||
// 军团活动蛮夷入侵城门血量等数据存储
|
||||
|
||||
import { Member, GateMembersRec, WoodenHorse, Event } from "../../domain/battleField/guildActivity";
|
||||
import { RewardInter } from "../../pubUtils/interface";
|
||||
import { getRaceEventItems, gameData } from "../../pubUtils/data";
|
||||
import { GuildModel } from "../../db/Guild";
|
||||
import { sendSingleRaceActEndMsg } from "./guildActivityService";
|
||||
import { REDIS_KEY, RACE_EVENT_TYPE, RACE_EVENT_EFFECT_TYPE, RACE_EVENT, STATUS, RACE_ACTIVITY_STATUS } from "../../consts";
|
||||
import { getGuildChannelSid } from "../chatService";
|
||||
import { pinus } from "pinus";
|
||||
import { getRandEelm, sortArrRandom, resResult } from "../../pubUtils/util";
|
||||
import { Rank } from "../rankService";
|
||||
import { getTimeFun } from "../../pubUtils/timeUtil";
|
||||
|
||||
// 粮草先行
|
||||
export class RaceActivityObject {
|
||||
private status = RACE_ACTIVITY_STATUS.WAITING; // 活动状态 0-未开始 1-已开始 2-已结束
|
||||
public guildList: Array<{ serverId: number, guildCode: string }> = []; // 所有军团
|
||||
private members: Map<string, Array<Member>> = new Map(); // 每个军团参与的成员 guildCode => [{roleId, job}]
|
||||
private woodenHorses: Map<string, WoodenHorse> = new Map(); // 每个军团的木牛流马 guildCode => WoodenHorse
|
||||
private events: Map<string, Event[]> = new Map(); // 每个军团遇到的事件
|
||||
private items: Map<string, RewardInter[]> = new Map(); // 每个玩家的道具 roleId => [{id, count}]
|
||||
private hasSentGuild: string[] = [];
|
||||
|
||||
public getItem(roleId: string) {
|
||||
return this.items.get(roleId)||[]
|
||||
}
|
||||
|
||||
// 是否加入过
|
||||
public getMember(guildCode: string, roleId: string) {
|
||||
let member = this.members.get(guildCode)||[];
|
||||
return member.find(cur => cur.roleId == roleId);
|
||||
}
|
||||
|
||||
// 加入member
|
||||
private pushMember(guildCode: string, roleId: string, job: number, code: string) {
|
||||
if(!this.members.has(guildCode)) {
|
||||
this.members.set(guildCode, []);
|
||||
}
|
||||
this.members.get(guildCode).push({roleId, job, code});
|
||||
}
|
||||
|
||||
public getMembersOfGuild(guildCode: string) {
|
||||
return this.members.get(guildCode)||[];
|
||||
}
|
||||
|
||||
public getAllWoodenHorses() {
|
||||
return this.woodenHorses;
|
||||
}
|
||||
|
||||
public async joinWoodenHorse(guildCode: string, roleId: string, roleName: string, serverId: number, sid: string, job: number, code: string) {
|
||||
let woodenHorse = await this.getWoodenHorse(guildCode, serverId);
|
||||
if(!woodenHorse) return false;
|
||||
woodenHorse.joinMember(roleId, roleName, sid, code)
|
||||
this.pushMember(guildCode, roleId, job, code);
|
||||
|
||||
if(this.status == RACE_ACTIVITY_STATUS.START) {
|
||||
let item = getRaceEventItems();
|
||||
this.handleItems(roleId, sid, item);
|
||||
this.woodenHorseStartRace(woodenHorse);
|
||||
}
|
||||
return await this.getWoodenHorse(guildCode, serverId);
|
||||
}
|
||||
|
||||
// 获取某个军团的木马状态
|
||||
public async getWoodenHorse(guildCode: string, serverId: number) {
|
||||
if(!this.woodenHorses.has(guildCode)) {
|
||||
this.initEvents(guildCode);
|
||||
let guild = await GuildModel.findByCode(guildCode, serverId);
|
||||
if(!guild) return false;
|
||||
let { name: guildName, guildCe } = guild;
|
||||
this.woodenHorses.set(guildCode, new WoodenHorse(guildCode, guildName, guildCe, serverId));
|
||||
this.guildList.push({guildCode, serverId});
|
||||
}
|
||||
let woodenHorse = this.woodenHorses.get(guildCode);
|
||||
let events = this.events.get(guildCode)||[];
|
||||
let needSendEnd = woodenHorse.calCurWoodenHorse(events);
|
||||
|
||||
if(woodenHorse.status == RACE_ACTIVITY_STATUS.START || woodenHorse.status == RACE_ACTIVITY_STATUS.END) { // 更新距离
|
||||
let r = new Rank(REDIS_KEY.RACE_ACTIVITY, { serverId }, true, 5);
|
||||
await r.setRank({guildCode}, [Math.floor(woodenHorse.distance * 1000), woodenHorse.time - woodenHorse.startTime], false);
|
||||
let tomorrow = <number>getTimeFun().getAfterDayWithHour();
|
||||
await r.setExpire(tomorrow);
|
||||
|
||||
if (needSendEnd) { // 抵达后发送奖励,发送消息,结算
|
||||
await sendSingleRaceActEndMsg(guildCode, woodenHorse);
|
||||
}
|
||||
}
|
||||
this.handleItemsByWoodenHorse(woodenHorse);
|
||||
return woodenHorse;
|
||||
}
|
||||
|
||||
public async useItem(fromRoleId: string, sid: string, fromGuild: string, toGuild: string, id: number, count: number) {
|
||||
let rec = this.handleItems(fromRoleId, sid, [{id, count: -1 * count}]);
|
||||
if(!rec) return false;
|
||||
let event = new Event(id, fromGuild, toGuild, count);
|
||||
if(!this.events.has(toGuild)) {
|
||||
this.events.set(toGuild, [event]);
|
||||
} else {
|
||||
let events = this.events.get(toGuild)||[];
|
||||
events.push(event);
|
||||
this.events.set(toGuild, events);
|
||||
}
|
||||
let chatSid = await getGuildChannelSid(toGuild);
|
||||
pinus.app.rpc.chat.guildRemote.sendRaceEvent.toServer(chatSid, toGuild, [event]);
|
||||
|
||||
return event;
|
||||
}
|
||||
|
||||
// 定时任务到,开始比赛,设置开始赛道,发放初始道具
|
||||
public startRace() {
|
||||
this.status = RACE_ACTIVITY_STATUS.START;
|
||||
let guildCodes = new Array<string>();
|
||||
for(let [code, woodenHorse] of this.woodenHorses) {
|
||||
if(woodenHorse.memberCnt > 0) {
|
||||
this.woodenHorseStartRace(woodenHorse);
|
||||
guildCodes.push(code);
|
||||
}
|
||||
}
|
||||
return guildCodes;
|
||||
}
|
||||
|
||||
private woodenHorseStartRace(woodenHorse: WoodenHorse) {
|
||||
woodenHorse.status = RACE_ACTIVITY_STATUS.START;
|
||||
woodenHorse.time = Date.now();
|
||||
woodenHorse.startTime = Date.now();
|
||||
let members = woodenHorse.members;
|
||||
for(let { roleId, sid } of members) {
|
||||
let item = getRaceEventItems();
|
||||
this.handleItems(roleId, sid, item);
|
||||
}
|
||||
}
|
||||
|
||||
// 初始进入就随机9个灵球事件
|
||||
public initEvents(guildCode: string) {
|
||||
if(!this.events.get(guildCode)) {
|
||||
this.events.set(guildCode, []);
|
||||
}
|
||||
let dicEncounter = gameData.raceActivityEncounter; // 距离=>事件类型
|
||||
let goodEventNum = Math.floor(dicEncounter.eventNum/2);
|
||||
let badEventNum = dicEncounter.eventNum - goodEventNum;
|
||||
|
||||
let dicRaceTypes = gameData.raceTypes.get(RACE_EVENT_TYPE.EVENT);
|
||||
let goodEvents = getRandEelm(dicRaceTypes.get(RACE_EVENT_EFFECT_TYPE.GOOD), goodEventNum);
|
||||
let badEvents = getRandEelm(dicRaceTypes.get(RACE_EVENT_EFFECT_TYPE.BAD), badEventNum);
|
||||
let events = sortArrRandom(goodEvents.concat(badEvents));
|
||||
let index = 0;
|
||||
|
||||
for(let [distance, type] of dicEncounter.events) {
|
||||
if(type == RACE_EVENT_TYPE.ITEM) {
|
||||
let event = new Event(RACE_EVENT.ITEM, guildCode, guildCode, 1, distance);
|
||||
this.events.get(guildCode).push(event);
|
||||
} else if (type == RACE_EVENT_TYPE.EVENT) {
|
||||
let event = new Event(events[index], guildCode, guildCode, 1, distance);
|
||||
this.events.get(guildCode).push(event);
|
||||
index ++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public getEvents(guildCode: string, distance: number) {
|
||||
let events = this.events.get(guildCode)||[];
|
||||
let result = new Array<Event>();
|
||||
for(let event of events) {
|
||||
let { endTime, endDistance } = event;
|
||||
if(endTime) {
|
||||
if(Date.now() > endTime) continue;
|
||||
}
|
||||
if(endDistance) {
|
||||
if(distance > endDistance) continue;
|
||||
}
|
||||
result.push(event);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
private handleItemsByWoodenHorse(woodenHorse: WoodenHorse) {
|
||||
let { members } = woodenHorse;
|
||||
for(let curMember of members) {
|
||||
let { roleId, sid, items = [] } = curMember;
|
||||
if(items.length > 0) this.handleItems(roleId, sid, items);
|
||||
curMember.items = [];
|
||||
}
|
||||
}
|
||||
|
||||
private handleItems(roleId: string, sid: string, incItems: {id: number, count: number}[]) {
|
||||
let items = this.items.get(roleId)||[];
|
||||
let sendItems = new Array<{id: number, count: number}>();
|
||||
for(let {id, count: inc} of incItems) {
|
||||
let curItem = items.find(cur => cur.id == id);
|
||||
if(!curItem) {
|
||||
curItem = { id, count: 0 };
|
||||
items.push(curItem);
|
||||
}
|
||||
if(curItem.count + inc < 0 ) return false;
|
||||
if(inc != 0) {
|
||||
curItem.count += inc;
|
||||
sendItems.push({ id, count: curItem.count });
|
||||
}
|
||||
}
|
||||
this.items.set(roleId, items);
|
||||
let uids = [{uid: roleId, sid}];
|
||||
pinus.app.get('channelService').pushMessageByUids('onRaceItemUpdate', resResult(STATUS.SUCCESS, { items: sendItems }), uids);
|
||||
|
||||
return items;
|
||||
}
|
||||
|
||||
public deleteFromList(guildCode: string) {
|
||||
this.hasSentGuild.push(guildCode);
|
||||
}
|
||||
|
||||
public hasSend(guildCode: string) {
|
||||
return this.hasSentGuild.indexOf(guildCode) != -1;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user