✨ 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:
liangtongchuan
2023-02-17 10:58:46 +08:00
committed by luying
parent 3fc6b91a51
commit 596e6e18cf
8 changed files with 197 additions and 29 deletions
@@ -1,13 +1,16 @@
import { GVGCityType } from './../../../db/GVGCity';
import { LeagueCityPoint, GVGTeamMem } from './../../../../../shared/domain/battleField/gvgBattle';
import { GVGRecModel } from '../../../db/GVGRec'; import { GVGRecModel } from '../../../db/GVGRec';
import { LeagueGood } from '../../../domain/gvgField/returnData'; import { LeagueGood } from '../../../domain/gvgField/returnData';
import { GVGTeamModel } from '../../../db/GVGTeam'; import { GVGTeamModel } from '../../../db/GVGTeam';
import { GVGUserDataModel } from '../../../db/GVGUserData'; import { GVGUserDataModel } from '../../../db/GVGUserData';
import { GVGCityModel } from '../../../db/GVGCity'; import { GVGCityModel } from '../../../db/GVGCity';
import { Application, BackendSession, ChannelService, HandlerService } from "pinus"; import { Application, BackendSession, ChannelService, HandlerService } from "pinus";
import { DEBUG_MAGIC_WORD, STATUS } from "../../../consts"; import { DEBUG_MAGIC_WORD, GVG_PERIOD, STATUS } from "../../../consts";
import { LineupHero } from "../../../domain/roleField/hero"; import { LineupHero } from "../../../domain/roleField/hero";
import { resResult, genCode } from "../../../pubUtils/util"; import { resResult, genCode } from "../../../pubUtils/util";
import { GVGConfigModel } from '../../../db/GVGConfig'; import { GVGLeagueModel } from '../../../db/GVGLeague';
import { checkGVGPeriod, getGVGPeriodData } from '../../../services/gvg/gvgService';
export default function (app: Application) { export default function (app: Application) {
new HandlerService(app, {}); new HandlerService(app, {});
@@ -16,6 +19,12 @@ export default function (app: Application) {
export class GVGBattleHandler { export class GVGBattleHandler {
channelService: ChannelService; channelService: ChannelService;
// 积分点占领情况,cityId -> LeagueCode -> LeagueCityPoint
private pointOccupy: Map<number, Map<string, LeagueCityPoint>> = new Map();
// 城池队伍状态,cityId -> areaId -> GVGTeamMem
private cityTeamStatus: Map<number, Map<number, GVGTeamMem>> = new Map();
constructor(private app: Application) { constructor(private app: Application) {
this.channelService = app.get('channelService'); this.channelService = app.get('channelService');
} }
@@ -27,41 +36,116 @@ export class GVGBattleHandler {
// spine: 形象 // spine: 形象
// lineup: 阵容 // lineup: 阵容
async saveTeam(msg: { index: number, head: number, frame: number, spine: number, lineup: [ LineupHero ] }, session: BackendSession) { async saveTeam(msg: { index: number, head: number, frame: number, spine: number, lineup: [ LineupHero ] }, session: BackendSession) {
if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
const roleId = session.get('roleId');
const guildCode = session.get('guildCode');
let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
const { index, head, frame, spine, lineup } = msg; const { index, head, frame, spine, lineup } = msg;
return resResult(STATUS.SUCCESS, { teams: [ 'teamCode' ] }); const team = await GVGTeamModel.saveTeam(roleId, myLeague.leagueCode, index, head, frame, spine, lineup);
if (!team) {
return resResult(STATUS.GVG_SAVE_TEAM_FAILED);
}
return resResult(STATUS.SUCCESS, { teams: [ team.teamCode ] });
} }
// 获取城池信息 // 获取城池信息
async getCity(msg: { cityId: number }, session: BackendSession) { async getCity(msg: { cityId: number }, session: BackendSession) {
const { cityId } = msg; if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
const city = await GVGCityModel.findOne({ cityId }).lean(); const { cityId } = msg;
let { configId } = getGVGPeriodData();
const city = await GVGCityModel.findOne({ configId, cityId }).lean();
return resResult(STATUS.SUCCESS, { city }); return resResult(STATUS.SUCCESS, { city });
} }
// 进入城池 // 进入城池
async enterCity(msg: { cityId: number }, session: BackendSession) { async enterCity(msg: { cityId: number }, session: BackendSession) {
if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
const roleId = session.get('roleId')
const guildCode = session.get('guildCode')
const { cityId } = msg; const { cityId } = msg;
let { configId } = getGVGPeriodData();
let city: GVGCityType = await GVGCityModel.findOne({ cityId, configId }).lean();
let city = await GVGCityModel.findOne({ cityId }).lean();
if (!city) { if (!city) {
return resResult(STATUS.GVG_CITY_NOT_FOUND); return resResult(STATUS.GVG_CITY_NOT_FOUND);
} }
const { teamCnt, userCnt } = city; // 检测是否已经在城池中,如果在城池中,直接返回城池信息
let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId);
if (!gvgUserData) {
return resResult(STATUS.GVG_USER_NOT_FOUND);
}
if (gvgUserData.cityId === cityId) {
return resResult(STATUS.SUCCESS, { city });
}
// 不在城池则检测是否满员
const { userCnt } = city;
// 检测是否满员 // 检测是否满员
if (userCnt >= 200) { if (userCnt >= 200) {
return resResult(STATUS.GVG_BATTLE_CITY_FULL); return resResult(STATUS.GVG_BATTLE_CITY_FULL);
} }
// ! 更新城池人数和队伍数,更新用户城池信息 // 检测玩家是否已经在其他城池中,由 checkMyTeam 接口检测
// if (gvgUserData.cityId) {
// }
const roleTeamCnt = await GVGTeamModel.getTeamCnt(roleId);
city = await GVGCityModel.updateCityUser(configId, cityId, 1, roleTeamCnt);
gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, cityId);
// ! 队伍默认进入的据点暂时设为 0;更新内存队伍信息
const res = await GVGTeamModel.resetTeamsLoc(roleId, cityId, 0);
if (!res) {
return resResult(STATUS.GVG_RESET_TEAM_LOC_FAILED);
}
return resResult(STATUS.SUCCESS, { city }); return resResult(STATUS.SUCCESS, { city });
} }
// 离开城池 // 离开城池
async leaveCity(msg: { cityId: number }, session: BackendSession) { async leaveCity(msg: { cityId: number }, session: BackendSession) {
if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
const roleId = session.get('roleId')
const guildCode = session.get('guildCode')
const { cityId } = msg;
let { configId } = getGVGPeriodData();
// 检测是否已经在城池中
let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId);
if (!gvgUserData) {
return resResult(STATUS.GVG_USER_NOT_FOUND);
}
if (gvgUserData.cityId != cityId) {
return resResult(STATUS.GVG_USER_NOT_IN_CITY);
}
const roleTeamCnt = await GVGTeamModel.getTeamCnt(roleId);
const city = await GVGCityModel.updateCityUser(configId, cityId, -1, -roleTeamCnt);
if (!city) {
return resResult(STATUS.GVG_CITY_NOT_FOUND);
}
// 更新玩家城池和队伍城池
gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, 0);
const res = await GVGTeamModel.resetTeamsLoc(roleId, 0, 0);
if (!res) {
return resResult(STATUS.GVG_RESET_TEAM_LOC_FAILED);
}
// ! 还需处理内存数据
return resResult(STATUS.SUCCESS); return resResult(STATUS.SUCCESS);
} }
@@ -192,20 +276,15 @@ export class GVGBattleHandler {
if (magicWord !== DEBUG_MAGIC_WORD) { if (magicWord !== DEBUG_MAGIC_WORD) {
return resResult(STATUS.INTERNAL_ERR); return resResult(STATUS.INTERNAL_ERR);
} }
let { configId } = getGVGPeriodData();
// 检查城市是否存在 // 检查城市是否存在
let city = await GVGCityModel.getCityByCityId(cityId); let city = await GVGCityModel.getCityByCityId(configId, cityId);
if (city) { if (city) {
return resResult(STATUS.SUCCESS, { city }); return resResult(STATUS.SUCCESS, { city });
} }
// 创建城市 city = await GVGCityModel.createCity(configId, cityId);
const config = await GVGConfigModel.findConfig();
if (!config || !config.configId) {
return resResult(STATUS.INTERNAL_ERR);
}
const { configId } = config;
city = await GVGCityModel.createCity(cityId, configId);
return resResult(STATUS.SUCCESS, { city }); return resResult(STATUS.SUCCESS, { city });
} }
} }
@@ -1,4 +1,6 @@
import { GVGTeamMem } from "../../domain/battleField/gvgBattle";
import { GVGLeagueType } from "../../db/GVGLeague"; import { GVGLeagueType } from "../../db/GVGLeague";
import { GVGTeamType } from "../../db/GVGTeam";
/** /**
@@ -25,4 +27,15 @@ export async function getGVGCities(league: GVGLeagueType) {
*/ */
export async function getGVGCitiesInfo(league: GVGLeagueType): Promise<{cityId: number, guardLeagueName: string, teamCnt: number }[]> { export async function getGVGCitiesInfo(league: GVGLeagueType): Promise<{cityId: number, guardLeagueName: string, teamCnt: number }[]> {
return []; return [];
} }
/**
* 获取内存中队伍的数据结构
*/
export function getGVGTeamMemInfo(team: GVGTeamType): GVGTeamMem {
const teamMem = team as GVGTeamMem;
teamMem.isMoving = false;
teamMem.startMoveTime = 0;
teamMem.stopMoveTime = 0;
return teamMem;
}
@@ -200,3 +200,9 @@ export async function calLeagueCe(league: GVGLeagueType) {
const guilds = await GuildModel.findByCodes(guildCodes); const guilds = await GuildModel.findByCodes(guildCodes);
return guilds.reduce((pre, guild) => pre + guild.guildCe, 0); return guilds.reduce((pre, guild) => pre + guild.guildCe, 0);
} }
// 检查当前赛季阶段
export async function checkGVGPeriod(p : GVG_PERIOD) {
let { period } = getGVGPeriodData();
return period == p;
}
+5
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@@ -338,6 +338,11 @@ export const STATUS = {
GVG_BATTLE_TEAM_INVALID: { code: 21332, simStr: '无效的队伍' }, GVG_BATTLE_TEAM_INVALID: { code: 21332, simStr: '无效的队伍' },
GVG_CITY_NOT_FOUND: { code: 21333, simStr: '城池不存在' }, GVG_CITY_NOT_FOUND: { code: 21333, simStr: '城池不存在' },
GVG_GUILD_HAS_LEAGUE: { code: 21334, simStr: '需要先退出联军才能解散军团' }, GVG_GUILD_HAS_LEAGUE: { code: 21334, simStr: '需要先退出联军才能解散军团' },
GVG_SAVE_TEAM_FAILED: { code: 21335, simStr: '保存队伍失败' },
GVG_USER_NOT_FOUND: { code: 21336, simStr: '您的激战期数据不存在' },
GVG_RESET_TEAM_LOC_FAILED: { code: 21337, simStr: '切换队伍城池失败' },
GVG_USER_NOT_IN_CITY: { code: 21338, simStr: '您不在该城池中' },
GVG_NOT_BATTLE_PERIOD: { code: 21339, simStr: '您只能在激战期进行此操作' },
// GVG征战中原 // GVG征战中原
GVG_VESTIGE_ERR: { code: 21350, simStr: '今日未开放该遗迹' }, GVG_VESTIGE_ERR: { code: 21350, simStr: '今日未开放该遗迹' },
+12 -3
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@@ -34,8 +34,14 @@ export default class GVGCity extends BaseModel {
} }
// 通过 cityId 获取城市 // 通过 cityId 获取城市
public static async getCityByCityId(cityId: number) { public static async getCityByCityId(configId: number, cityId: number) {
const city: GVGCityType | null = await GVGCityModel.findOne({ cityId }).lean(); const city: GVGCityType | null = await GVGCityModel.findOne({ configId, cityId }).lean();
return city;
}
// 更新城市字段
public static async updateCityUser(configId: number, cityId: number, userInc: number, teamInc: number) {
const city: GVGCityType | null = await GVGCityModel.findOneAndUpdate({ configId, cityId}, { $inc: {userCnt: userInc, teamCnt: teamInc} }, { new: true }).lean();
return city; return city;
} }
} }
@@ -45,4 +51,7 @@ export const GVGCityModel = getModelForClass(GVGCity);
export interface GVGCityType extends Pick<DocumentType<GVGCity>, keyof GVGCity> { export interface GVGCityType extends Pick<DocumentType<GVGCity>, keyof GVGCity> {
id: number; id: number;
}; };
export type GVGCityUpdate = Partial<GVGCityType>; // 将所有字段变成可选项
+32 -7
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@@ -2,6 +2,7 @@
import BaseModel from "./BaseModel"; import BaseModel from "./BaseModel";
import { index, getModelForClass, prop, DocumentType } from '@typegoose/typegoose'; import { index, getModelForClass, prop, DocumentType } from '@typegoose/typegoose';
import { genCode } from "../pubUtils/util"; import { genCode } from "../pubUtils/util";
import { LineupHero } from './../domain/roleField/hero';
@index({ roleId: 1, teamId: 1 }) @index({ roleId: 1, teamId: 1 })
@index({ teamCode: 1 }) @index({ teamCode: 1 })
@@ -52,20 +53,44 @@ export default class GVGTeam extends BaseModel {
defenseTime: number; // 防守保护时间 defenseTime: number; // 防守保护时间
@prop({ required: true }) @prop({ required: true })
lineup: [{ lineup: [LineupHero]
actorId: number; // 武将id
dataId: number; // 位置
order: number; // 进攻顺序
}]
// 创建队伍 // 创建队伍
public static async createTeam(roleId: string, leagueCode: string, teamId: number, head: number, spine: number, frame: number, lineup: any) { public static async createTeam(roleId: string, leagueCode: string, teamId: number, head: number, spine: number, frame: number, lineup: [LineupHero]) {
const doc = new GVGTeamModel(); const doc = new GVGTeamModel();
const teamCode = genCode(8); const teamCode = genCode(8);
let update = Object.assign(doc.toJSON(), { roleId, leagueCode, teamId, teamCode, head, spine, frame, lineup }); const update = Object.assign(doc.toJSON(), { roleId, leagueCode, teamId, teamCode, head, spine, frame, lineup });
const team: GVGTeamType | null = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $setOnInsert: update }, { upsert: true, new: true }).lean(); const team: GVGTeamType | null = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $setOnInsert: update }, { upsert: true, new: true }).lean();
return team; return team;
} }
// 保存队伍
public static async saveTeam(roleId: string, leagueCode: string, teamId: number, head: number, spine: number, frame: number, lineup: [LineupHero]) {
let team: GVGTeamType = await GVGTeamModel.findOne({ roleId, teamId }).lean();
if (!team) {
team = await this.createTeam(roleId, leagueCode, teamId, head, spine, frame, lineup);
return team;
}
const update = { head, spine, frame };
if (lineup && lineup.length > 0) {
update['lineup'] = lineup;
}
team = await GVGTeamModel.findOneAndUpdate({ roleId, teamId }, { update }, { new: true }).lean();
return team;
}
// 查找角色队伍数
public static async getTeamCnt(roleId: string) {
const teams: GVGTeamType[] = await GVGTeamModel.find({ roleId }).select('teamCode').lean();
return teams.length;
}
// 玩家切换城池更新队伍信息
public static async resetTeamsLoc(roleId: string, cityId: number, areaId: number) {
const res = await GVGTeamModel.updateMany({ roleId }, { cityId, areaId, pointId: 0 }).lean();
return !!res['ok'];
}
} }
export const GVGTeamModel = getModelForClass(GVGTeam); export const GVGTeamModel = getModelForClass(GVGTeam);
+8
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@@ -76,6 +76,8 @@ export default class GVGUserData extends BaseModel {
@prop({ required: true, default: 0 }) @prop({ required: true, default: 0 })
protectTime: number; // 保护期 protectTime: number; // 保护期
@prop({ required: false })
cityId: number; // 城池id
public static async findByRole(configId: number, leagueCode: string, roleId: string) { public static async findByRole(configId: number, leagueCode: string, roleId: string) {
const result: GVGUserDataType = await GVGUserDataModel.findOneAndUpdate({ configId, leagueCode, roleId }, {}, { new: true, upsert: true}).lean(); const result: GVGUserDataType = await GVGUserDataModel.findOneAndUpdate({ configId, leagueCode, roleId }, {}, { new: true, upsert: true}).lean();
@@ -121,6 +123,12 @@ export default class GVGUserData extends BaseModel {
const result: GVGUserDataType = await GVGUserDataModel.findOneAndUpdate({ configId, leagueCode, roleId }, { $set: { lv }}, { new: true }).lean(); const result: GVGUserDataType = await GVGUserDataModel.findOneAndUpdate({ configId, leagueCode, roleId }, { $set: { lv }}, { new: true }).lean();
return result; return result;
} }
// 更换城池
public static async changeCity(configId: number, leagueCode: string, roleId: string, cityId: number) {
const result: GVGUserDataType = await GVGUserDataModel.findOneAndUpdate({ configId, leagueCode, roleId }, { $set: { cityId }}, { new: true }).lean();
return result;
}
} }
export const GVGUserDataModel = getModelForClass(GVGUserData); export const GVGUserDataModel = getModelForClass(GVGUserData);
+23
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@@ -0,0 +1,23 @@
import { GVGTeamType } from "../../db/GVGTeam";
// 积分点分类统计,1-3级积分点代表从小到大
export interface LeagueCityPoint {
// 计分点数
pointCnt1: number;
pointCnt2: number;
pointCnt3: number;
// 击杀守卫数
guardCnt1: number;
// 击杀投石车数
catapultCnt1: number;
}
// 队伍状态
export interface GVGTeamMem extends GVGTeamType {
// 开始移动时间戳
startMoveTime: number;
// 停止移动时间戳
stopMoveTime: number;
// 是否正在移动
isMoving: boolean;
}