军团活动:蛮夷入侵
This commit is contained in:
794
game-server/app/services/guildActivity/guildActivityService.ts
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794
game-server/app/services/guildActivity/guildActivityService.ts
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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) {
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let { rank, code, name, num, time } = params;
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let param = new SimpleGuildRankWithTimeParam(rank, code, name, { distance: num / 1000, time: Math.floor(time), startTime: 0, durability: 0 });
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return param;
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}
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/**
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* 获取和自己同屏的5个木牛流马
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* @param guildCode
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* @param serverId
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*/
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export async function getWoodenHorseList(guildCode: string, serverId: number) {
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let obj = getRaceActivityObj();
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let r = new Rank(REDIS_KEY.RACE_ACTIVITY, { serverId }, true, 5);
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let myRank = await r.getMyRank({ guildCode });
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let startRank = myRank - 2 > 0 ? myRank - 2 : 1;
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let endRank = startRank + 4;
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let range = <GuildRankInfo[]>await r.getRankByRange(startRank, endRank);
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let woodenHorseList = new Array<WoodenHorse>();
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for (let { code } of range) {
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let woodenHorse = await obj.getWoodenHorse(code, serverId);
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if (woodenHorse) {
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woodenHorseList.push(woodenHorse);
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}
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}
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return woodenHorseList;
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}
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function generGuildActivityRankField(param: GuildRankInfo) {
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let { rank, code, name, num } = param;
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return new SimpleGuildRankParam(rank, code, name, num);
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}
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function generGuildActivityMemberRankField(param: RoleRankInfo) {
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let { rank, roleId, roleName, num } = param;
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return new SimpleRoleRankParam(rank, roleId, roleName, num);
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}
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/**
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* 对这个guild服内所有军团发排行榜信息
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* @param aid 活动类型
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*/
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export async function sendAllGuildRanks(aid: number) {
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if (aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) {
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let obj = getGateActivityObj();
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let guilds = obj.getGuilds();
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for (let [serverId, guildCodes] of guilds) {
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// TODO 不需要每个军团都排序一次
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for (let guildCode of guildCodes) {
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let ranks = await getGateActivityRank(guildCode, serverId);
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let chatSid = await getGuildChannelSid(guildCode);
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pinus.app.rpc.chat.guildRemote.pushRank.toServer(chatSid, guildCode, ranks);
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}
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}
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} else if (aid == GUILD_ACTIVITY_TYPE.CITY_ACTIVITY) {
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let obj = getCityActivityObj();
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let { cities } = obj.getAllCities();
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// console.log(JSON.stringify(cities));
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for (let { serverId, cityId, guildCodes } of cities) {
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for (let guildCode of guildCodes) {
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let ranks = await getCityActivityRank(guildCode, serverId, cityId);
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let chatSid = await getGuildChannelSid(guildCode);
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pinus.app.rpc.chat.guildRemote.pushCityActRank.toServer(chatSid, guildCode, ranks);
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}
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}
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}
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}
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/**
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* 活动结算奖励
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* @param aid 活动类型
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*/
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export async function sendGuildActEndMsg(aid: number) {
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if (aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) {
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let obj = getGateActivityObj();
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console.log('******** gateActivity', obj);
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let guilds = obj.getGuilds();
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console.log('******** guilds', guilds);
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for (let [serverId, guildCodes] of guilds) {
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// console.log('***** serverId', serverId, 'guildCodes', guildCodes);
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for (let guildCode of guildCodes) {
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await gateActivitySettleReward(guildCode, serverId);
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}
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}
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gateActivityObj = new GateActivityObject();
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} else if (aid == GUILD_ACTIVITY_TYPE.CITY_ACTIVITY) {
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let obj = getCityActivityObj();
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let { cities } = obj.getAllCities();
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for (let { serverId, cityId } of cities) {
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await cityActivitySettleReward(cityId, serverId);
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}
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cityActivityObj = new CityActivityObject();
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} else if (aid == GUILD_ACTIVITY_TYPE.RACE_ACTIVITY) {
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let obj = getRaceActivityObj();
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for (let { guildCode, serverId } of obj.guildList) {
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let woodenHorse = await obj.getWoodenHorse(guildCode, serverId);
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if (woodenHorse && woodenHorse.status != 0 && !obj.hasSend(guildCode)) {
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await raceActivitySettleReward(guildCode, woodenHorse);
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}
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}
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raceActivityObj = new RaceActivityObject();
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}
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}
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// 全服发送结束新号
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export async function sendEndMsgToAll() {
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let serverlist = await getAllServers();
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for (let serverId of serverlist) {
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let chatSid = await getWorldChannelSid(serverId);
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pinus.app.rpc.chat.chatRemote.sendGuildActivityEnd.toServer(chatSid, serverId);
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await sendGuildActivityStatus(serverId);
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}
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}
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/**
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* 单个军团城门血条破了之后给他发奖励
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* @param guildCode 军团code
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*/
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// export async function sendSingleGateActEndMsg(guildCode: string, serverId: number) {
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// let chatSid = await getGuildChannelSid(guildCode);
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// pinus.app.rpc.chat.guildRemote.sendGuildActivityEnd.toServer(chatSid, guildCode);
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// await gateActivitySettleReward(guildCode, serverId);
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// }
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/**
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* 单个城池城门血条破了之后给他发奖励
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* @param guildCode 军团code
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*/
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export async function sendSingleCityActEndMsg(cityId: number, serverId: number) {
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let chatSid = await getCityChannelSid(cityId);
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let obj = getCityActivityObj();
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let guildCodes = obj.getGuildsInCity(serverId, cityId);
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for (let guildCode of guildCodes) {
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pinus.app.rpc.chat.guildRemote.sendGuildActivityEnd.toServer(chatSid, guildCode);
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}
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await cityActivitySettleReward(cityId, serverId);
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}
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/**
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* 单个军团抵达赛道之后给他发奖励
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* @param guildCode 军团code
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*/
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export async function sendSingleRaceActEndMsg(guildCode: string, woodenHorse: WoodenHorse) {
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let chatSid = await getGuildChannelSid(guildCode);
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pinus.app.rpc.chat.guildRemote.sendGuildActivityEnd.toServer(chatSid, guildCode);
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await raceActivitySettleReward(guildCode, woodenHorse);
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}
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/**
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* 结算蛮夷入侵奖励
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* @param guildCode 军团code
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* @param serverId 服务器id
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*/
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export async function gateActivitySettleReward(guildCode: string, serverId: number) {
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console.log('gateActivitySettleReward', guildCode, serverId);
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let obj = getGateActivityObj();
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let { members } = obj.getObj(guildCode, serverId);
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// console.log('***** gateHp', gateHp, 'members', members);
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let r = new Rank(REDIS_KEY.GATE_ACTIVITY, { serverId }, true);
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let rank = await r.getMyRank({ guildCode });
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let guildScore = await r.getMyScore({ guildCode });
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// console.log('****** ranks', rank, 'guildScore', guildScore);
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let rewards = getGuildAuctionRewards(GUILD_ACTIVITY_TYPE.GATE_ACTIVITY, rank);
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// console.log('***** rewards', JSON.stringify(rewards));
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let rec = await GuildActivityRecordModel.updateInfo(guildCode, GUILD_ACTIVITY_TYPE.GATE_ACTIVITY, {
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isSuccess: true,
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isCompleted: true,
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rank, score: guildScore,
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members, memberCnt: members.length,
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auctionType: AUCTION_SOURCE.GATE,
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rewards: rewards.map(cur => cur.goods)
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});
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// 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() }
|
||||
}
|
||||
Reference in New Issue
Block a user