优化:创建武将从util放到game-server的service
This commit is contained in:
@@ -1,19 +1,7 @@
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import { DEFAULT_HERO_LV, FIGURE_UNLOCK_CONDITION, ITEM_CHANGE_REASON, LINEUP_NUM, REDIS_KEY, STATUS, TASK_TYPE } from "../consts";
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import { SkinModel } from "../db/Skin";
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import { DEFAULT_HEROES, HERO_SYSTEM_TYPE } from "../consts";
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import { HeroModel, HeroSkin, HeroType, HeroUpdate } from "../db/Hero";
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import { RoleModel, RoleType, RoleUpdate } from "../db/Role";
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import { SkinUpdate } from "../db/Skin";
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import { Figure, TopHero } from "../domain/dbGeneral";
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import { CalHeroCe, CalRoleCe } from "../domain/roleField/calCe";
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import { gameData, getHeroExpByLv } from "../pubUtils/data";
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import { accomplishTask, checkTask, checkTaskWithHeroes } from './taskUtil';
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import { combineFigureInfo, unlockFigureWithoutSave } from './itemUtils';
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import { TaskListReturn } from "../domain/roleField/task";
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import { nowSeconds } from "./timeUtil";
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import { reduceCe, resResult } from "./util";
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import { calculatetopLineup, } from "./playerCe";
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import { GuildModel, GuildType } from "../db/Guild";
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import { HeroModel } from "../db/Hero";
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import { RoleModel } from "../db/Role";
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import { GuildModel } from "../db/Guild";
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import { PvpDefenseModel } from "../db/PvpDefense";
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import { ActionPointModel } from '../db/ActionPoint';
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import { BattleDropModel } from '../db/BattleDrop';
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@@ -94,277 +82,8 @@ import { UserTaskHistoryModel } from '../db/UserTaskHistory';
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import { UserTaskRecModel } from '../db/UserTaskRec';
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import { WishPoolReportModel } from '../db/WishPoolReport';
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import { pick } from "underscore";
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import { HeroShowParam } from '../domain/roleField/hero';
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import { saveCeChangeLog } from "./logUtil";
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import { ActivityInRemote } from "../domain/activityField/activityField";
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import { AttributeCal } from "../domain/roleField/attribute";
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import { JewelModel } from "../db/Jewel";
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// 储存在内存中的初始数据
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export function getInitRoleInfo() {
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let topLineup: TopHero[] = [], topLineupCe = 0, allCe = 0,
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heroes: HeroUpdate[] = [], initHeroes: HeroUpdate[] = [], initSkins: SkinUpdate[] = [], heroNum = 0,
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conditions: {type: FIGURE_UNLOCK_CONDITION, paramHid: number }[] = [];
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let role = new RoleModel();
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let calRoleCe = new CalRoleCe(role);
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let roleAttr = calRoleCe.cal(HERO_SYSTEM_TYPE.INIT);
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for(let { actorId: hid } of gameData.recruit) {
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let { quality, initialStars: star, jobid: job, name: hName, initialSkin } = gameData.hero.get(hid);
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// 皮肤
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let skin = new SkinModel();
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let dicFashion = gameData.fashion.get(initialSkin);
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if(!dicFashion) {
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console.log(`not found skin: ${initialSkin} of ${hid}`);
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continue;
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}
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let skinInfo = { ...skin.toJSON(), id: initialSkin, hid, skinName: dicFashion.name, skinId: dicFashion.heroId };
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initSkins.push(skinInfo);
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// 武将
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let hero = new HeroModel();
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let heroInfo = {...hero.toJSON(), hid, star, quality, hName, job, skins: [{ id: initialSkin, skin: skinInfo._id, enable: true, skinId: skinInfo.skinId }], skinId: skinInfo.skinId, lv: DEFAULT_HERO_LV, exp: getHeroExpByLv(DEFAULT_HERO_LV - 1) || 0 };
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let calHeroCe = new CalHeroCe(hid, heroInfo);
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let heroAttr = calHeroCe.cal(HERO_SYSTEM_TYPE.INIT);
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let ce = calHeroCe.getCalculatedCe(roleAttr);
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heroes.push({ ...heroInfo, attr: heroAttr, ce, historyCe: ce });
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// 更新role表
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if(DEFAULT_HEROES.includes(hid)) {
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// 头像
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conditions.push({ type: FIGURE_UNLOCK_CONDITION.GET_HERO, paramHid: hid });
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allCe += ce;
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heroNum++;
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initHeroes.push({ ...heroInfo, attr: heroAttr, ce, historyCe: ce });
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}
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}
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let { figureInfo, heads, frames, spines } = unlockFigureWithoutSave(conditions, role);
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// 最强阵容
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initHeroes.sort((a, b) => { return b.ce - a.ce });
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for(let i = 0; i < LINEUP_NUM; i++) {
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if(initHeroes[i]) {
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let { hid, ce, _id } = initHeroes[i];
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topLineup.push({ hid, ce, hero: _id });
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topLineupCe += ce;
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}
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}
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let initRole: RoleUpdate = { topLineupCe, topLineup, attr: roleAttr, ce: allCe, heroNum, heroNumUpdatedAt: Date.now(), heads, frames, spines };
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return {
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role: initRole, heroes, skins: initSkins, figureInfo
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}
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}
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export class UpdateHeroes {
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roleId: string;
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roleName: string;
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serverId: number;
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incHeroNum: number = 0;
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incRoleCe: number = 0;
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pushHeroes: {hid: number, incHeroCe: number, ce: number, hero: HeroUpdate}[] = [];
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roleUpdate: RoleUpdate;
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role: RoleType;
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guild: GuildType;
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constructor(roleId: string, roleName: string, serverId: number) {
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this.roleId = roleId;
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this.roleName = roleName;
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this.serverId = serverId;
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}
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public setRole(role: RoleType) {
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this.role = role;
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}
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public async getRole() {
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if(!this.role) {
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this.role = await RoleModel.findByRoleId(this.roleId);
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}
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return this.role;
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}
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public addRoleUpdateParam(param: RoleUpdate) {
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this.roleUpdate = {...this.roleUpdate, ...param};
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}
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public async updateDbCe(isCreate: boolean, heroInfo: HeroUpdate, originCe = 0) {
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let role = await this.getRole();
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if(isCreate) this.incHeroNum ++;
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if(heroInfo != originCe) this.incRoleCe += heroInfo.ce - originCe;
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this.addRoleUpdateParam(await calculatetopLineup(role, heroInfo.hid, heroInfo.ce, heroInfo._id ));
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this.pushHeroes.push({ hid: heroInfo.hid, incHeroCe: heroInfo.ce - originCe, ce: heroInfo.ce, hero: heroInfo });
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}
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// 更新战力相关的各个表
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public async saveCeToDb() {
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let role = await this.getRole();
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// 更新role表
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this.role = await RoleModel.updateRoleInfo(this.roleId, {
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heroNum: this.incHeroNum + role.heroNum, ce: this.incRoleCe + role.ce, heroNumUpdatedAt: nowSeconds(), ...this.roleUpdate
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});
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// 更新guild表
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if(role.hasGuild) {
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this.guild = await GuildModel.updateCe(this.roleId, this.incRoleCe, true); // 公会更新战力
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}
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for(let { hid, incHeroCe } of this.pushHeroes) {
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await PvpDefenseModel.updateCe(this.roleId, hid, incHeroCe); // 更新pvp防守阵战力
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}
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saveCeChangeLog(this.role, this.incRoleCe, this.role.ce, HERO_SYSTEM_TYPE.INIT, this.pushHeroes.map(cur => cur.hid));
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}
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public async updateRedisRank(Rank: any) {
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let role = await this.getRole();
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let { serverId, roleId, pushHeroes } = this;
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// 更新军团信息
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if(this.guild) {
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let r = new Rank(REDIS_KEY.GUILD_INFO, { code: this.guild.code });
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await r.generParamAndSet(REDIS_KEY.GUILD_INFO, { guildCode: this.guild.code }, { guild: this.guild });
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}
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// 武将数量
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if(this.incHeroNum > 0) {
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let r = new Rank(REDIS_KEY.HERO_NUM_RANK, { serverId });
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await r.setRankWithRoleInfo(roleId, role.heroNum, role.heroNumUpdatedAt, role);
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}
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// 最强阵容
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let r = new Rank(REDIS_KEY.TOP_LINEUP_RANK, { serverId });
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await r.setRankWithRoleInfo(roleId, reduceCe(role.topLineupCe), 0, role);
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// 最强武将
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for(let { hid, ce, hero } of pushHeroes) {
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let r2 = new Rank(REDIS_KEY.TOP_HERO_RANK, { serverId });
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await r2.setRankWithHeroInfo(roleId, hid, reduceCe(ce), 0, hero);
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let r4 = new Rank(REDIS_KEY.HERO_RANK, { serverId, hid });
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await r4.setRankWithHeroInfo(roleId, hid, reduceCe(ce), 0, hero);
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}
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// 总战力
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let r3 = new Rank(REDIS_KEY.SUM_CE_RANK, { serverId });
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await r3.setRankWithRoleInfo(roleId, reduceCe(role.ce), 0, role);
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// 更新最强五人阵容信息
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let r5 = new Rank(REDIS_KEY.TOP_LINEUP_INFO, { serverId });
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await r5.generParamAndSet(REDIS_KEY.TOP_LINEUP_INFO, { roleId }, { role });
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}
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public async pushMessage(pinus: any, sid: string) {
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let role = await this.getRole();
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let uids = [{ uid: this.roleId, sid }];
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pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, { ce: reduceCe(role.ce) , heros: this.pushHeroes.map(cur => { return {...cur, ce: reduceCe(cur.ce), incHeroCe: reduceCe(cur.incHeroCe) }}), topLineupCe: reduceCe(role.topLineupCe) }), uids);
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}
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}
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export class CreateHeroes extends UpdateHeroes {
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private resultHeroes: HeroType[] = [];
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private heroNum = 0;
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// 推送信息
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private taskPushMessage: TaskListReturn[] = [];
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private activityTaskPushMessage = [];
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private figureInfos: { heads: Figure[], frames: Figure[], spines: Figure[] }[] = [];
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private skinPushMessages: { heros: {skins: HeroSkin[], hid: number}[], skins: {id: number, hid: number, inc: number, reason: number }[]} = { heros: [], skins: [] };
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private async getSkinsOfThisHero(hid: number, initSkinInfo: SkinUpdate, isInit: boolean) {
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let allSkins = isInit? []: await SkinModel.findbyRoleAndHid(this.roleId, hid);
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let skin = await SkinModel.insertSkins(this.roleId, this.roleName, [initSkinInfo]);
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let skinInfos = skin.map(cur => ({ id: cur.id, hid, inc: 1, reason: ITEM_CHANGE_REASON.GET_HERO_UNLOCK_SKIN}))
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this.skinPushMessages.skins.push(...skinInfos);
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if(skin) allSkins.push(...skin);
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let skins: { id: number, skin: string, enable: boolean, skinId: number }[] = [];
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for(let skin of allSkins) {
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skins.push({ id: skin.id, skin: skin._id, enable: skin.id == initSkinInfo.id, skinId: skin.skinId });
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}
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return skins
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}
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// game-server里面创建武将
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public async createWithHeroInfo(infos: Map<number, { heroInfo: HeroUpdate, skinInfo: SkinUpdate }>) {
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let role = await this.getRole();
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// 数据处理
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let conditions = new Array<{ type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number }>(); // 解锁头像条件
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let initHeroInfos: HeroUpdate[] = [];
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for (let [ hid, { heroInfo, skinInfo }] of infos) {
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conditions.push({ type: FIGURE_UNLOCK_CONDITION.GET_HERO, paramHid: heroInfo.hid });
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this.updateDbCe(true, heroInfo);
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// 皮肤使用初始加载进内存的数据
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let skins = await this.getSkinsOfThisHero(hid, { ...skinInfo, _id: new SkinModel()._id }, false);
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let newAttr = new AttributeCal();
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newAttr.setLv(heroInfo.lv);
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newAttr.setByDbData(role.attr, heroInfo.attr);
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let heroCe = newAttr.calCe(); // 计算最终战力
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initHeroInfos.push({ ...heroInfo, skins, _id: new HeroModel()._id, ce: heroCe });
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this.heroNum ++;
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}
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// 武将使用初始加载数据插入
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this.resultHeroes = await HeroModel.insertHeroes(this.roleId, this.roleName, this.serverId, initHeroInfos);
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let heroSkins = this.resultHeroes.map(cur => { return pick(cur, ['hid', 'skins']) });
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this.skinPushMessages.heros.push(...heroSkins);
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// 头像解锁
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let { figureInfo, frames, heads, spines } = unlockFigureWithoutSave(conditions, role);
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this.figureInfos.push(figureInfo);
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this.addRoleUpdateParam({ frames, heads, spines });
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// 更新战力
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await this.saveCeToDb();
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}
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// 创建初始账号时候的初始
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public async createWithInitInfo(infos: Map<number, { heroInfo: HeroUpdate, skinInfo: SkinUpdate }>, figureInfo: { heads: Figure[], frames: Figure[], spines: Figure[] }) {
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this.figureInfos.push(figureInfo);
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let heroeInfos: HeroUpdate[] = [];
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for (let [ hid, { heroInfo, skinInfo }] of infos) {
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this.updateDbCe(true, heroInfo);
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let model = new SkinModel();
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let skins = await this.getSkinsOfThisHero(hid, { ...skinInfo, _id: model._id }, true);
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heroeInfos.push({ ...heroInfo, skins, _id: new HeroModel()._id});
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this.heroNum ++;
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}
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this.resultHeroes = await HeroModel.insertHeroes(this.roleId, this.roleName, this.serverId, heroeInfos);
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}
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public async clearTask(activitiesTypeMap: ActivityInRemote[]) {
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// 任务
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// console.log('****** checkTask before', Date.now())
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let m1 = await checkTask(this.roleId, TASK_TYPE.HERO_NUM, this.heroNum, true, {});
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let m2 = await checkTaskWithHeroes(this.roleId, TASK_TYPE.HERO_QUALITY, this.resultHeroes);
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let m3 = await checkTaskWithHeroes(this.roleId, TASK_TYPE.HERO_QUALITY_STAR_UP, this.resultHeroes);
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let m4 = await checkTaskWithHeroes(this.roleId, TASK_TYPE.HERO_LV, this.resultHeroes);
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this.taskPushMessage.push(...m1, ...m2, ...m3, ...m4);
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// console.log('****** checkTask after', Date.now())
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//成长任务
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// console.log('****** accomplishTask before', Date.now())
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let mm1 = await accomplishTask(this.serverId, this.roleId, TASK_TYPE.HERO_NUM, this.heroNum, null, activitiesTypeMap)
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let mm2 = await accomplishTask(this.serverId, this.roleId, TASK_TYPE.HERO_QUALITY, this.heroNum, { heroes: this.resultHeroes }, activitiesTypeMap);
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// console.log('****** accomplishTask after', Date.now())
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this.activityTaskPushMessage.push(...mm1, ...mm2);
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}
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public async pushMessage(pinus: any, sid: string) {
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let role = await this.getRole();
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let uids = [{ uid: this.roleId, sid }];
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pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, { ce: reduceCe(role.ce) , heros: this.pushHeroes.map(cur => { return {...cur, ce: reduceCe(cur.ce), incHeroCe: reduceCe(cur.incHeroCe) }}), topLineupCe: reduceCe(role.topLineupCe) }), uids);
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pinus.app.get('channelService').pushMessageByUids('onTaskUpdate', resResult(STATUS.SUCCESS, this.taskPushMessage), uids);
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pinus.app.get('channelService').pushMessageByUids('onActivityTaskUpdate', resResult(STATUS.SUCCESS, this.activityTaskPushMessage), uids);
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let figureInfo = combineFigureInfo(this.figureInfos);
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if (!!figureInfo && (figureInfo.heads.length > 0 || figureInfo.frames.length > 0 || figureInfo.spines.length > 0)) {
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pinus.app.get('channelService').pushMessageByUids('onHeadChange', resResult(STATUS.SUCCESS, { ...figureInfo }), uids);
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}
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pinus.app.get('channelService').pushMessageByUids('onHeroSkinChange', resResult(STATUS.SUCCESS, this.skinPushMessages), uids);
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pinus.app.get('channelService').pushMessageByUids('onHeroUpdate', resResult(STATUS.SUCCESS, { heroes: this.getResultHeroes() }), uids);
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}
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public getResultHeroes() {
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return this.resultHeroes.map(cur => ({...cur, ce: reduceCe(cur.ce)}))
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}
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public getShowHeroes() {
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return this.resultHeroes.map(cur => {
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let hero = new HeroShowParam(cur);
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return { ...hero, ce: reduceCe(cur.ce)}
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});
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}
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}
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export async function deletRole(roleId: string) {
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let role = await RoleModel.findByRoleId(roleId);
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if(!role ) return false;
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@@ -634,7 +634,7 @@ export async function accomplishTask(serverId: number, roleId: string, taskType:
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let dicTaskType = gameData.taskDescByType.get(taskType);
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let pushMessage = [];
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let serverInfo = await ServerlistModel.findByServerId(serverId);
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if (!serverInfo) return;
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if (!serverInfo) return [];
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let { activityGroupId } = serverInfo;
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let findActivitiesByTypes = async (types: number[]) => {
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if(activities) {
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