✨ feat(gvgBattle): 添加部分保存阵容、进出城池等接口的逻辑
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@@ -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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