✨ feat(gvgBattle): 添加部分保存阵容、进出城池等接口的逻辑
This commit is contained in:
@@ -1,13 +1,16 @@
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import { GVGCityType } from './../../../db/GVGCity';
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import { LeagueCityPoint, GVGTeamMem } from './../../../../../shared/domain/battleField/gvgBattle';
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import { GVGRecModel } from '../../../db/GVGRec';
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import { LeagueGood } from '../../../domain/gvgField/returnData';
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import { GVGTeamModel } from '../../../db/GVGTeam';
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import { GVGUserDataModel } from '../../../db/GVGUserData';
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import { GVGCityModel } from '../../../db/GVGCity';
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import { Application, BackendSession, ChannelService, HandlerService } from "pinus";
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import { DEBUG_MAGIC_WORD, STATUS } from "../../../consts";
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import { DEBUG_MAGIC_WORD, GVG_PERIOD, STATUS } from "../../../consts";
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import { LineupHero } from "../../../domain/roleField/hero";
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import { resResult, genCode } from "../../../pubUtils/util";
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import { GVGConfigModel } from '../../../db/GVGConfig';
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import { GVGLeagueModel } from '../../../db/GVGLeague';
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import { checkGVGPeriod, getGVGPeriodData } from '../../../services/gvg/gvgService';
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export default function (app: Application) {
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new HandlerService(app, {});
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@@ -16,6 +19,12 @@ export default function (app: Application) {
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export class GVGBattleHandler {
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channelService: ChannelService;
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// 积分点占领情况,cityId -> LeagueCode -> LeagueCityPoint
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private pointOccupy: Map<number, Map<string, LeagueCityPoint>> = new Map();
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// 城池队伍状态,cityId -> areaId -> GVGTeamMem
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private cityTeamStatus: Map<number, Map<number, GVGTeamMem>> = new Map();
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constructor(private app: Application) {
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this.channelService = app.get('channelService');
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}
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@@ -27,41 +36,116 @@ export class GVGBattleHandler {
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// spine: 形象
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// lineup: 阵容
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async saveTeam(msg: { index: number, head: number, frame: number, spine: number, lineup: [ LineupHero ] }, session: BackendSession) {
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if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
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const roleId = session.get('roleId');
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const guildCode = session.get('guildCode');
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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const { index, head, frame, spine, lineup } = msg;
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return resResult(STATUS.SUCCESS, { teams: [ 'teamCode' ] });
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const team = await GVGTeamModel.saveTeam(roleId, myLeague.leagueCode, index, head, frame, spine, lineup);
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if (!team) {
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return resResult(STATUS.GVG_SAVE_TEAM_FAILED);
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}
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return resResult(STATUS.SUCCESS, { teams: [ team.teamCode ] });
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}
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// 获取城池信息
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async getCity(msg: { cityId: number }, session: BackendSession) {
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const { cityId } = msg;
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if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
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const city = await GVGCityModel.findOne({ cityId }).lean();
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const { cityId } = msg;
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let { configId } = getGVGPeriodData();
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const city = await GVGCityModel.findOne({ configId, cityId }).lean();
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return resResult(STATUS.SUCCESS, { city });
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}
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// 进入城池
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async enterCity(msg: { cityId: number }, session: BackendSession) {
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if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
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const roleId = session.get('roleId')
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const guildCode = session.get('guildCode')
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const { cityId } = msg;
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let { configId } = getGVGPeriodData();
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let city = await GVGCityModel.findOne({ cityId }).lean();
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let city: GVGCityType = await GVGCityModel.findOne({ cityId, configId }).lean();
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if (!city) {
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return resResult(STATUS.GVG_CITY_NOT_FOUND);
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}
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const { teamCnt, userCnt } = city;
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// 检测是否已经在城池中,如果在城池中,直接返回城池信息
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId);
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if (!gvgUserData) {
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return resResult(STATUS.GVG_USER_NOT_FOUND);
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}
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if (gvgUserData.cityId === cityId) {
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return resResult(STATUS.SUCCESS, { city });
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}
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// 不在城池则检测是否满员
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const { userCnt } = city;
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// 检测是否满员
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if (userCnt >= 200) {
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return resResult(STATUS.GVG_BATTLE_CITY_FULL);
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}
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// ! 更新城池人数和队伍数,更新用户城池信息
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// 检测玩家是否已经在其他城池中,由 checkMyTeam 接口检测
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// if (gvgUserData.cityId) {
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// }
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const roleTeamCnt = await GVGTeamModel.getTeamCnt(roleId);
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city = await GVGCityModel.updateCityUser(configId, cityId, 1, roleTeamCnt);
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gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, cityId);
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// ! 队伍默认进入的据点暂时设为 0;更新内存队伍信息
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const res = await GVGTeamModel.resetTeamsLoc(roleId, cityId, 0);
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if (!res) {
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return resResult(STATUS.GVG_RESET_TEAM_LOC_FAILED);
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}
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return resResult(STATUS.SUCCESS, { city });
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}
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// 离开城池
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async leaveCity(msg: { cityId: number }, session: BackendSession) {
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if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
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const roleId = session.get('roleId')
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const guildCode = session.get('guildCode')
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const { cityId } = msg;
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let { configId } = getGVGPeriodData();
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// 检测是否已经在城池中
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId);
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if (!gvgUserData) {
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return resResult(STATUS.GVG_USER_NOT_FOUND);
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}
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if (gvgUserData.cityId != cityId) {
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return resResult(STATUS.GVG_USER_NOT_IN_CITY);
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}
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const roleTeamCnt = await GVGTeamModel.getTeamCnt(roleId);
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const city = await GVGCityModel.updateCityUser(configId, cityId, -1, -roleTeamCnt);
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if (!city) {
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return resResult(STATUS.GVG_CITY_NOT_FOUND);
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}
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// 更新玩家城池和队伍城池
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gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, 0);
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const res = await GVGTeamModel.resetTeamsLoc(roleId, 0, 0);
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if (!res) {
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return resResult(STATUS.GVG_RESET_TEAM_LOC_FAILED);
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}
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// ! 还需处理内存数据
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return resResult(STATUS.SUCCESS);
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}
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@@ -192,20 +276,15 @@ export class GVGBattleHandler {
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if (magicWord !== DEBUG_MAGIC_WORD) {
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return resResult(STATUS.INTERNAL_ERR);
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}
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let { configId } = getGVGPeriodData();
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// 检查城市是否存在
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let city = await GVGCityModel.getCityByCityId(cityId);
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let city = await GVGCityModel.getCityByCityId(configId, cityId);
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if (city) {
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return resResult(STATUS.SUCCESS, { city });
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}
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// 创建城市
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const config = await GVGConfigModel.findConfig();
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if (!config || !config.configId) {
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return resResult(STATUS.INTERNAL_ERR);
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}
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const { configId } = config;
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city = await GVGCityModel.createCity(cityId, configId);
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city = await GVGCityModel.createCity(configId, cityId);
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return resResult(STATUS.SUCCESS, { city });
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}
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}
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@@ -1,4 +1,6 @@
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import { GVGTeamMem } from "../../domain/battleField/gvgBattle";
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import { GVGLeagueType } from "../../db/GVGLeague";
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import { GVGTeamType } from "../../db/GVGTeam";
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/**
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@@ -25,4 +27,15 @@ export async function getGVGCities(league: GVGLeagueType) {
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*/
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export async function getGVGCitiesInfo(league: GVGLeagueType): Promise<{cityId: number, guardLeagueName: string, teamCnt: number }[]> {
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return [];
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}
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}
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/**
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* 获取内存中队伍的数据结构
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*/
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export function getGVGTeamMemInfo(team: GVGTeamType): GVGTeamMem {
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const teamMem = team as GVGTeamMem;
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teamMem.isMoving = false;
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teamMem.startMoveTime = 0;
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teamMem.stopMoveTime = 0;
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return teamMem;
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}
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@@ -200,3 +200,9 @@ export async function calLeagueCe(league: GVGLeagueType) {
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const guilds = await GuildModel.findByCodes(guildCodes);
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return guilds.reduce((pre, guild) => pre + guild.guildCe, 0);
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}
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// 检查当前赛季阶段
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export async function checkGVGPeriod(p : GVG_PERIOD) {
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let { period } = getGVGPeriodData();
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return period == p;
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}
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@@ -338,6 +338,11 @@ export const STATUS = {
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GVG_BATTLE_TEAM_INVALID: { code: 21332, simStr: '无效的队伍' },
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GVG_CITY_NOT_FOUND: { code: 21333, simStr: '城池不存在' },
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GVG_GUILD_HAS_LEAGUE: { code: 21334, simStr: '需要先退出联军才能解散军团' },
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GVG_SAVE_TEAM_FAILED: { code: 21335, simStr: '保存队伍失败' },
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GVG_USER_NOT_FOUND: { code: 21336, simStr: '您的激战期数据不存在' },
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GVG_RESET_TEAM_LOC_FAILED: { code: 21337, simStr: '切换队伍城池失败' },
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GVG_USER_NOT_IN_CITY: { code: 21338, simStr: '您不在该城池中' },
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GVG_NOT_BATTLE_PERIOD: { code: 21339, simStr: '您只能在激战期进行此操作' },
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// GVG征战中原
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GVG_VESTIGE_ERR: { code: 21350, simStr: '今日未开放该遗迹' },
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@@ -34,8 +34,14 @@ export default class GVGCity extends BaseModel {
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}
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// 通过 cityId 获取城市
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public static async getCityByCityId(cityId: number) {
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const city: GVGCityType | null = await GVGCityModel.findOne({ cityId }).lean();
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public static async getCityByCityId(configId: number, cityId: number) {
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const city: GVGCityType | null = await GVGCityModel.findOne({ configId, cityId }).lean();
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return city;
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}
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// 更新城市字段
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public static async updateCityUser(configId: number, cityId: number, userInc: number, teamInc: number) {
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const city: GVGCityType | null = await GVGCityModel.findOneAndUpdate({ configId, cityId}, { $inc: {userCnt: userInc, teamCnt: teamInc} }, { new: true }).lean();
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return city;
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}
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}
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@@ -45,4 +51,7 @@ export const GVGCityModel = getModelForClass(GVGCity);
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export interface GVGCityType extends Pick<DocumentType<GVGCity>, keyof GVGCity> {
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id: number;
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};
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};
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export type GVGCityUpdate = Partial<GVGCityType>; // 将所有字段变成可选项
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@@ -2,6 +2,7 @@
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import BaseModel from "./BaseModel";
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import { index, getModelForClass, prop, DocumentType } from '@typegoose/typegoose';
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import { genCode } from "../pubUtils/util";
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import { LineupHero } from './../domain/roleField/hero';
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@index({ roleId: 1, teamId: 1 })
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@index({ teamCode: 1 })
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@@ -52,20 +53,44 @@ export default class GVGTeam extends BaseModel {
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defenseTime: number; // 防守保护时间
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@prop({ required: true })
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lineup: [{
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actorId: number; // 武将id
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dataId: number; // 位置
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order: number; // 进攻顺序
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}]
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lineup: [LineupHero]
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// 创建队伍
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public static async createTeam(roleId: string, leagueCode: string, teamId: number, head: number, spine: number, frame: number, lineup: any) {
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public static async createTeam(roleId: string, leagueCode: string, teamId: number, head: number, spine: number, frame: number, lineup: [LineupHero]) {
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const doc = new GVGTeamModel();
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const teamCode = genCode(8);
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let update = Object.assign(doc.toJSON(), { roleId, leagueCode, teamId, teamCode, head, spine, frame, lineup });
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const update = Object.assign(doc.toJSON(), { roleId, leagueCode, teamId, teamCode, head, spine, frame, lineup });
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const team: GVGTeamType | null = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $setOnInsert: update }, { upsert: true, new: true }).lean();
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return team;
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}
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// 保存队伍
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public static async saveTeam(roleId: string, leagueCode: string, teamId: number, head: number, spine: number, frame: number, lineup: [LineupHero]) {
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let team: GVGTeamType = await GVGTeamModel.findOne({ roleId, teamId }).lean();
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if (!team) {
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team = await this.createTeam(roleId, leagueCode, teamId, head, spine, frame, lineup);
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return team;
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}
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const update = { head, spine, frame };
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if (lineup && lineup.length > 0) {
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update['lineup'] = lineup;
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}
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team = await GVGTeamModel.findOneAndUpdate({ roleId, teamId }, { update }, { new: true }).lean();
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return team;
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}
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// 查找角色队伍数
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public static async getTeamCnt(roleId: string) {
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const teams: GVGTeamType[] = await GVGTeamModel.find({ roleId }).select('teamCode').lean();
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return teams.length;
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}
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// 玩家切换城池更新队伍信息
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public static async resetTeamsLoc(roleId: string, cityId: number, areaId: number) {
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const res = await GVGTeamModel.updateMany({ roleId }, { cityId, areaId, pointId: 0 }).lean();
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return !!res['ok'];
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}
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}
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export const GVGTeamModel = getModelForClass(GVGTeam);
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@@ -76,6 +76,8 @@ export default class GVGUserData extends BaseModel {
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@prop({ required: true, default: 0 })
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protectTime: number; // 保护期
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@prop({ required: false })
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cityId: number; // 城池id
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public static async findByRole(configId: number, leagueCode: string, roleId: string) {
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const result: GVGUserDataType = await GVGUserDataModel.findOneAndUpdate({ configId, leagueCode, roleId }, {}, { new: true, upsert: true}).lean();
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@@ -121,6 +123,12 @@ export default class GVGUserData extends BaseModel {
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const result: GVGUserDataType = await GVGUserDataModel.findOneAndUpdate({ configId, leagueCode, roleId }, { $set: { lv }}, { new: true }).lean();
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return result;
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}
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// 更换城池
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public static async changeCity(configId: number, leagueCode: string, roleId: string, cityId: number) {
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const result: GVGUserDataType = await GVGUserDataModel.findOneAndUpdate({ configId, leagueCode, roleId }, { $set: { cityId }}, { new: true }).lean();
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return result;
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}
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}
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export const GVGUserDataModel = getModelForClass(GVGUserData);
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23
shared/domain/battleField/gvgBattle.ts
Normal file
23
shared/domain/battleField/gvgBattle.ts
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@@ -0,0 +1,23 @@
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import { GVGTeamType } from "../../db/GVGTeam";
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// 积分点分类统计,1-3级积分点代表从小到大
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export interface LeagueCityPoint {
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// 计分点数
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pointCnt1: number;
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pointCnt2: number;
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pointCnt3: number;
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// 击杀守卫数
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guardCnt1: number;
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// 击杀投石车数
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catapultCnt1: number;
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}
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// 队伍状态
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export interface GVGTeamMem extends GVGTeamType {
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// 开始移动时间戳
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startMoveTime: number;
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// 停止移动时间戳
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stopMoveTime: number;
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// 是否正在移动
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isMoving: boolean;
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}
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