军团活动:蛮夷入侵

This commit is contained in:
luying
2022-02-24 15:14:32 +08:00
parent 8850b96cde
commit 478bfd5ddd
17 changed files with 247 additions and 308 deletions

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import { ServerlistModel } from "../../db/Serverlist";
import { RoleModel } from "../../db/Role";
import { reduceCe } from "../../pubUtils/util";
import { GUILDACTIVITY } from "../../pubUtils/dicParam";
import { gameData, getGuildAuctionRewards, getCityActivityRewards } from "../../pubUtils/data";
import { getCurDay, nowSeconds, getTimeFun } from "../../pubUtils/timeUtil";
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";
import { Record, UserGuildActivityRecModel } from "../../db/UserGuildActivityRec";
import { GateMembersRec, CityParam, Member, WoodenHorse } from "../../domain/battleField/guildActivity";
import { DicGuildActivity } from "../../pubUtils/dictionary/DicGuildActivity";
import { getAllServers, getRoleOnlineInfo } from "../redisService";
import { SimpleGuildRankParam, SimpleRoleRankParam, SimpleGuildRankWithTimeParam, GuildRankInfo, RoleRankInfo } from "../../domain/rank";
import { getGuildChannelSid, getWorldChannelSid, getCityChannelSid } from "../chatChannelService";
import { pinus } from "pinus";
import { GuildActivityRecordModel } from "../../db/GuildActivityRec";
import { genAuction } from "../auctionService";
import { sendMailByContent } from "../mailService";
import { getHonourObject } from '../../pubUtils/itemUtils';
import { GuildActivityCityType, GuildActivityCityModel } from "../../db/GuildActivityCity";
import { DicCityActivity } from "../../pubUtils/dictionary/DicCityActivity";
import { CityActivityObject } from "./cityActivityObj";
import { GateActivityObject } from "./gateActivityObj";
import { RaceActivityObject } from "./raceActivityObj";
import { Rank } from "../rankService";
import { BossInstanceModel } from "../../db/BossInstance";
import { UserGuildModel } from "../../db/UserGuild";
import { raceActivityEnd } from "../timeTaskService";
import { addActive } from "../guildService";
import { checkTask, checkActivityTask } from "../taskService";
let gateActivityObj: GateActivityObject;
let cityActivityObj: CityActivityObject;
let raceActivityObj: RaceActivityObject;
export function getGateActivityObj() {
if (!gateActivityObj) {
gateActivityObj = new GateActivityObject();
}
return gateActivityObj;
}
export function getCityActivityObj() {
if (!cityActivityObj) {
cityActivityObj = new CityActivityObject();
}
return cityActivityObj;
}
export function getRaceActivityObj() {
if (!raceActivityObj) {
raceActivityObj = new RaceActivityObject();
}
return raceActivityObj;
}
/**
* 定时任务,获得前一天的活跃玩家中位数武将战力
*/
export async function setMedianCe() {
let servers = await ServerlistModel.findByEnv(pinus.app.get('env'));
for (let server of servers) {
let medianRole = await RoleModel.getMedianRole(server.id);
if (!medianRole) {
await ServerlistModel.updateByServerId(server.id, { medianCe: GUILDACTIVITY.GATEACTIVITY_ENEMYCE });
} else {
let { topLineup } = medianRole;
let topHero = topLineup.sort((a, b) => b.ce - a.ce);
let medianCe = reduceCe(topHero[0].ce);
await ServerlistModel.updateByServerId(server.id, { medianCe });
}
}
return servers;
}
/**
* 获得本服前一天活跃玩家中位数玩家的最强武将战力
* @param serverId
*/
export async function getMedianCe(serverId: number) {
let server = await ServerlistModel.findByServerId(serverId);
if (server) {
return server.medianCe;
}
return GUILDACTIVITY.GATEACTIVITY_ENEMYCE;
}
/**
* 根据当前时间判断军团活动倒计时
* @param id 军团活动id
*/
export function getGuildActivityStatus(id: number) {
let dicGuildActivity = gameData.guildActivity.get(id);
if (!dicGuildActivity) return false;
return getGuildActivityByDic(dicGuildActivity);
}
export function getAllGuildActivityStatus() {
let guildActivities: { aid: number, status: number, time: number, isOpen: boolean }[] = [];
gameData.guildActivity.forEach((dicGuildActivity, aid) => {
let res = getGuildActivityByDic(dicGuildActivity);
guildActivities.push({aid ,...res});
});
return guildActivities;
}
export function getGuildActivityByDic(dicGuildActivity: DicGuildActivity) {
let t = getTimeFun();
// console.log('*********', dicGuildActivity.startTime, dicGuildActivity.startMinute, dicGuildActivity.startSeconds)
let startTime = <number>t.getTimeWithHour(dicGuildActivity.startTime, dicGuildActivity.startMinute, dicGuildActivity.startSeconds);
let countdownTime = <number>t.getTimeWithHour(dicGuildActivity.countDown);
let { duringTime, openDay } = dicGuildActivity;
let endTime = startTime + duringTime;
let status = 0, time = 0;
let now = nowSeconds();
if (now >= countdownTime && now < startTime) {
status = GUILD_ACTIVITY_STATUS.WAITING;
time = startTime - now;
} else if (now >= startTime && now < endTime) {
status = GUILD_ACTIVITY_STATUS.START;
time = endTime - now;
} else {
status = GUILD_ACTIVITY_STATUS.END;
}
let day = getCurDay();
let isOpen = openDay.includes(day);
return {
status, time, isOpen
}
}
/**
* 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
*/
export async function sendGuildActivityStatus(serverId: number) {
let chatSid = await getWorldChannelSid(serverId);
pinus.app.rpc.chat.chatRemote.sendGuildActivityUpdate.toServer(chatSid, serverId);
}
/**
* 根据每回合上报数据判断军功
* @param aid
* @param record
* @param memberRecord
*/
export function getRecordScore(aid: number, round: number, record: { round: number, dataId: number }[], memberRecord: GateMembersRec) {
let dicGuildActivity = gameData.guildActivity.get(aid);
if (!dicGuildActivity) return false;
let dicWarJson = gameData.warJson.get(dicGuildActivity.warid);
if (!dicWarJson) return false;
let { round: curRound, enemies: historyEnemies } = memberRecord;
let sum = 0, newRecords = new Array<Record>();
for (let { round, dataId } of record) {
if (!historyEnemies.includes(dataId)) {
let enemy = dicWarJson.find(cur => cur.dataId == dataId);
let enemyType = enemy.enemyType;
let score = gameData.gateActivityPoint.get(enemyType);
newRecords.push({ round, dataId, score, enemyType });
sum += score;
historyEnemies.push(dataId);
}
}
for (let i = curRound + 1; i <= round; i++) {
sum += gameData.gateActivityPoint.get(GET_POINT_WAYS.ROUND_START);
memberRecord.round = i;
}
return { score: sum, newRecords, memberRecord }
}
export async function getGateActivityRank(guildCode: string, serverId: number, roleId?: string, roleName?: string) {
let r = new Rank(REDIS_KEY.GATE_ACTIVITY, { serverId }, true);
r.setGenerFieldsFun(generGuildActivityRankField);
let { ranks: guildRank, myRank: myGuildRank } = await r.getRankListWithMyRank({ guildCode });
if (!myGuildRank) {
myGuildRank = await r.generMyRankWithGuild(guildCode, 0, 0);
}
let myR = new Rank(REDIS_KEY.USER_GATE_ACTIVITY, { serverId, guildCode }, true);
myR.setGenerFieldsFun(generGuildActivityMemberRankField);
let { ranks: memberRank, myRank: myMemberRank } = await myR.getRankListWithMyRank({ roleId });
if (roleName && !myMemberRank) {
myMemberRank = await myR.generMyRankWithRole(roleId, 0, 0);
}
return { guildRank, myGuildRank, memberRank, myMemberRank }
}
export async function getCityActivityRank(guildCode: string, serverId: number, cityId: number, roleId?: string, roleName?: string) {
let r = new Rank(REDIS_KEY.CITY_ACTIVITY, { serverId, cityId }, true);
r.setGenerFieldsFun(generGuildActivityRankField);
let { ranks: guildRank, myRank: myGuildRank } = await r.getRankListWithMyRank({ guildCode });
if (!myGuildRank) {
myGuildRank = await r.generMyRankWithGuild(guildCode, 0, 0);
}
let myR = new Rank(REDIS_KEY.USER_CITY_ACTIVITY, { serverId, guildCode }, true);
myR.setGenerFieldsFun(generGuildActivityMemberRankField);
let { ranks: memberRank, myRank: myMemberRank } = await myR.getRankListWithMyRank({ roleId });
if (roleName && !myMemberRank) {
myMemberRank = await myR.generMyRankWithRole(roleId, 0, 0);
}
return { guildRank, myGuildRank, memberRank, myMemberRank }
}
export async function getRaceActivityRank(guildCode: string, serverId: number) {
let r = new Rank(REDIS_KEY.RACE_ACTIVITY, { serverId }, true);
r.setGenerFieldsFun(generField);
let { myRank, ranks } = await r.getRankListWithMyRank({ guildCode });
if (!myRank) {
myRank = await r.generMyRankWithGuild(guildCode, 0, 0);
}
return { guildRank: ranks, myGuildRank: myRank }
}
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() }
}