演武场和练兵场
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164
game-server/app/servers/battle/handler/guildTrainHandler.ts
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164
game-server/app/servers/battle/handler/guildTrainHandler.ts
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import { Application, BackendSession, pinus } from 'pinus';
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import { resResult, genCode } from '../../../pubUtils/util';
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import { STATUS, GUILD_OPERATE, GUILD_AUTH, GUILD_JOB } from '../../../consts';
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import { GuildTrainModel } from '../../../db/GuildTrain';
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import { BattleRecordModel } from '../../../db/BattleRecord';
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import { nowSeconds, getTodayZeroPoint } from '../../../pubUtils/timeUtil';
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import { getUserGuild, getGuildTrainInfo } from '../../../services/guildTrainService';
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import { findIndex, findWhere, indexBy } from 'underscore'
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import { lockData } from '../../../services/redlockService';
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import { GUILD_DATA_NAME } from '../../../consts/constModules/guildConst';
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import { UserGuildModel } from '../../../db/UserGuild';
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export default function (app: Application) {
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return new GuildTrainHandler(app);
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}
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export class GuildTrainHandler {
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constructor(private app: Application) {
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}
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async getTrainScript(msg: { code: string }, session: BackendSession) {
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const { code } = msg;
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const roleId = session.get('roleId');
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let guildTrains = await GuildTrainModel.findGuildTrain(code);
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let userGuild = await getUserGuild(roleId, code);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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if (!guildTrains)
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guildTrains = [];
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let { trainCount, trainRewards } = userGuild;
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let result = getGuildTrainInfo(guildTrains, roleId, trainCount, trainRewards);
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return resResult(STATUS.SUCCESS, result);
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}
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async trainScriptStart(msg: { code: string, trainId: number, hid: number }, session: BackendSession) {
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const { code, trainId, hid } = msg;
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const roleId = session.get('roleId');
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const roleName = session.get('roleName');
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let userGuild = await getUserGuild(roleId, code);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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if (userGuild.trainCount > 2) //TODO检查次数
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return resResult(STATUS.GUILD_TRAIN_BATTLE_COUNT_NOT_ENOUGH);
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let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
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if (!guildTrain)
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return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
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let trainScript = findWhere(guildTrain.trainScripts, { hid });
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if (!trainScript)
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return resResult(STATUS.WRONG_PARMS);
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//TODO 判断是否压制成功
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if (trainScript.progress >= 1000) {
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return resResult(STATUS.GUILD_TRAIN_IS_COMPLETE);
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}
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const battleCode = genCode(8); // 关卡唯一值
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//TODO查看地图字典
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let warInfo;
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let warId;
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await BattleRecordModel.updateBattleRecordByCode(battleCode, {
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$set: {
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roleId, roleName, battleId: warId,
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status: 0,
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warName: warInfo.gk_name,
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warType: warInfo.warType,
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record: { heroes:[], trainId, hid},
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}
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}, true);
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return resResult(STATUS.SUCCESS, { battleCode });
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}
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async trainScriptEnd(msg: { code: string, battleCode: string, isSuccess: boolean}, session: BackendSession) {
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const { code, battleCode, isSuccess} = msg;
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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const battleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode, true);
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if(!battleRecord || battleRecord.status != 0 || roleId != battleRecord.roleId) {
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return resResult(STATUS.WRONG_PARMS);
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}
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let userGuild = await getUserGuild(roleId, code);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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let time = battleRecord.createdAt.getTime()/1000;
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if (time > getTodayZeroPoint()) {
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if (userGuild.trainTime > getTodayZeroPoint()) {
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userGuild = await UserGuildModel.updateInfo(roleId, {trainCount: userGuild.trainCount + 1});
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} else {
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userGuild = await UserGuildModel.updateInfo(roleId, {trainCount: 1, trainTime: nowSeconds()});
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}
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}
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await BattleRecordModel.updateBattleRecordByCode(battleCode, {
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$set: { status: isSuccess?1:2 }
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}, true);
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let trainId = battleRecord.record.trainId;
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let hid = battleRecord.record.hid;
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let res:any = await lockData(serverId, GUILD_DATA_NAME.TRAIN, code + '_' + trainId);//加锁
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if (!!res.err)
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return true;
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let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
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if (!guildTrain) {
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res.releaseCallback();//解锁
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return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
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}
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let trainScript = findWhere(guildTrain.trainScripts,{hid});
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if (!trainScript)
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return resResult(STATUS.WRONG_PARMS);
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let addScore;
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//结算奖励 TODO
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//是否压制
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let { isComplete, reports, ranks } = guildTrain;
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let index = findIndex(ranks, {roleId});
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if (index !== -1) {
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ranks[index].score += addScore;
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}
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let report = {roleId, trainId, hid, score: addScore, time: nowSeconds(), isSuccessed: isSuccess, type: 1};//1表示普通战报, 2表示系统战报即:被成功压制
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if (trainScript.progress < 1000 ) {
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if (trainScript.progress + addScore >= 1000) {
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reports.push(...[{isSuccessed: true, type: 2, time:nowSeconds(), score: addScore, roleId, trainId, hid},report]);
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await GuildTrainModel.updateGuildTrain(code, trainId, {reports, ranks});
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let needLockNext = false;
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if (!isComplete) {
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isComplete = true;
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guildTrain.trainScripts.forEach(({hid: otherHid, progress})=>{
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if (hid != otherHid && progress == 1000) {
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isComplete = false;
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}
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});
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if (isComplete) {//解锁下一关
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needLockNext = true;
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}
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}
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let progress = 1000;
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GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, reports, isComplete);
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if (needLockNext) {
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}
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res.releaseCallback();//解锁
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} else {
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let progress = trainScript.progress + addScore;
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GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, reports, isComplete);
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res.releaseCallback();//解锁
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}
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} else {
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reports.push(report);
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GuildTrainModel.updateGuildTrain(code, trainId, {reports, ranks});
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res.releaseCallback();//解锁
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}
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let guildTrains = await GuildTrainModel.findGuildTrain(code);
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if (!guildTrains)
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guildTrains = [];
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let { trainCount, trainRewards } = userGuild;
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let result = getGuildTrainInfo(guildTrains, roleId, trainCount, trainRewards);
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return resResult(STATUS.SUCCESS, result);
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}
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async getTrainScriptBox(msg: { code: string }, session: BackendSession) {
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}
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async getTrainLvUpRewards(msg: { trainId: number }, session: BackendSession) {
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}
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}
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