活动:任务接口添加serverId接口
This commit is contained in:
@@ -16,7 +16,7 @@ import { checkBattleHeroes, roleLevelup } from '../../../services/normalBattleSe
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import { checkTask, checkTaskInBattleEnd } from '../../../services/taskService';
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import { gameData } from '../../../pubUtils/data';
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export default function(app: Application) {
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export default function (app: Application) {
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return new ExpeditionBattleHandler(app);
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}
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@@ -26,15 +26,15 @@ export class ExpeditionBattleHandler {
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/**
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* 获取初始数据
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* 获取当前远征挑战情况,远征点数,点数宝箱领取情况 */
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async getStatus(msg: { }, session: BackendSession) {
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* 获取当前远征挑战情况,远征点数,点数宝箱领取情况 */
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async getStatus(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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// 获取远征关卡状态
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let expeditionRecord = await ExpeditionRecordModel.getCurRecord(roleId);
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if(!expeditionRecord) { // 首次新建一条记录
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if (!expeditionRecord) { // 首次新建一条记录
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// 我方战力
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let myCe = await calculateSumCE(roleId, 1, { num: LINEUP_NUM });
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expeditionRecord = await ExpeditionRecordModel.createRecord({
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@@ -47,39 +47,39 @@ export class ExpeditionBattleHandler {
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let { expeditionCode, heroes } = expeditionRecord;
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let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCode(expeditionCode);
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let curLv = 0;
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if(expeditionWarRecord.length > 0) {
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if (expeditionWarRecord.length > 0) {
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curLv = expeditionWarRecord[expeditionWarRecord.length - 1].expeditionId;
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}
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// 重置次数
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let role = await RoleModel.findByRoleId(roleId);
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let curTime = new Date();
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let {resetCnt} = await getResetRemainCnt(curTime, roleId, role);
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let { resetCnt } = await getResetRemainCnt(curTime, roleId, role);
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// 点数,和宝箱领取状态
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let pointRewards = await getPointRewardStatus(roleId, role);
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let pointRewards = await getPointRewardStatus(roleId, role);
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return resResult(STATUS.SUCCESS, {
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expeditionCode,
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curLv,
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expeditionWarRecord,
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pointRewards,
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heroes: heroes.map(cur => {return {"dataId": cur.seqId, "hp": cur.hp, "ap": cur.ap}}),
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resetCnt
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expeditionCode,
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curLv,
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expeditionWarRecord,
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pointRewards,
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heroes: heroes.map(cur => { return { "dataId": cur.seqId, "hp": cur.hp, "ap": cur.ap } }),
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resetCnt
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});
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}
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/**
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* 重置远征本
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* 每天5点可以重置远征本 */
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async resetStatus(msg: { }, session: BackendSession) {
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* 每天5点可以重置远征本 */
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async resetStatus(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let curTime = new Date();
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let {needRefresh, resetCnt} = await getResetRemainCnt(curTime, roleId);
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if(resetCnt <= 0) {
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let { needRefresh, resetCnt } = await getResetRemainCnt(curTime, roleId);
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if (resetCnt <= 0) {
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return resResult(STATUS.EXPEDITION_RESET_NUM_NOT_ENOUGH)
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}
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@@ -91,20 +91,20 @@ export class ExpeditionBattleHandler {
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let { expeditionCode, heroes } = await ExpeditionRecordModel.createRecord({
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roleId, roleName, heroes: [], myCe
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});
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await findOrCreateEnemies(roleId, myCe, expeditionCode, 1, EXPEDITION_WAR_RECORD_STATUS.WAITING);
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await findOrCreateEnemies(roleId, myCe, expeditionCode, 1, EXPEDITION_WAR_RECORD_STATUS.WAITING);
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await RoleModel.increaseExpeditionResetCnt(roleId, needRefresh, curTime);
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let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCode(expeditionCode);
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let curLv = 0;
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if(expeditionWarRecord.length > 0) {
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if (expeditionWarRecord.length > 0) {
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curLv = expeditionWarRecord[expeditionWarRecord.length - 1].expeditionId;
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}
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return resResult(STATUS.SUCCESS, {
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expeditionCode,
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curLv,
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expeditionWarRecord,
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heroes,
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resetCnt: resetCnt - 1
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expeditionCode,
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curLv,
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expeditionWarRecord,
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heroes,
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resetCnt: resetCnt - 1
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});
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}
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@@ -121,15 +121,15 @@ export class ExpeditionBattleHandler {
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let { myCe } = await ExpeditionRecordModel.getExpeditionRecordByCode(expeditionCode);
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let curExpeditionWarRecord = await findOrCreateEnemies(roleId, myCe, expeditionCode, expeditionId, EXPEDITION_WAR_RECORD_STATUS.WAITING);
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if(!curExpeditionWarRecord) {
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if (!curExpeditionWarRecord) {
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return resResult(STATUS.EXPEDITION_MATCH_NO_PLAYER);
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}
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let { battleId, enemyFrom, enemies, battleStatus, ce: curCe } = curExpeditionWarRecord;
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let nextCe = 0; // 下一关战力
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if(gameData.expedition.has(expeditionId + 1)) {
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if (gameData.expedition.has(expeditionId + 1)) {
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let nextExpeditionWarRecord = await findOrCreateEnemies(roleId, myCe, expeditionCode, expeditionId + 1, EXPEDITION_WAR_RECORD_STATUS.HIDE);
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if(nextExpeditionWarRecord) nextCe = nextExpeditionWarRecord.ce;
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if (nextExpeditionWarRecord) nextCe = nextExpeditionWarRecord.ce;
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}
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return resResult(STATUS.SUCCESS, {
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@@ -146,36 +146,36 @@ export class ExpeditionBattleHandler {
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* 进入战斗
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* 记录我军数据,生成战斗唯一表示,记录状态
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*/
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async checkBattle(msg: { expeditionCode: string, expeditionId: number, battleId: number, heroes: Array<number> }, session: BackendSession) {
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async checkBattle(msg: { expeditionCode: string, expeditionId: number, battleId: number, heroes: Array<number> }, session: BackendSession) {
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const { expeditionCode, expeditionId, battleId, heroes: seqIds = [] } = msg;
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let warInfo = gameData.war.get(battleId);
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if(!warInfo) {
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if (!warInfo) {
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return resResult(STATUS.BATTLE_MISS_INFO);
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}
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let apJson = await getAp(Date.now(), roleId);
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let {ap} = apJson;
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if(ap < warInfo.cost) {
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let { ap } = apJson;
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if (ap < warInfo.cost) {
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return resResult(STATUS.BATTLE_ACTION_POINT_LACK);
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}
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// 前置关卡是否挑战过
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let previousGk = warInfo.previousGk;
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if(previousGk) {
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if (previousGk) {
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let preBattle = await BattleRecordModel.getBattleRecordByIdAndStatus(roleId, previousGk, 1);
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if(!preBattle) return resResult(STATUS.BATTLE_NEED_PREVIOUS_GK);
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if (!preBattle) return resResult(STATUS.BATTLE_NEED_PREVIOUS_GK);
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}
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let { isOK, heroes } = await checkBattleHeroes(roleId, seqIds);
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if(!isOK) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
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if (!isOK) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
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let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCodeAndId(expeditionCode, expeditionId);
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if(!expeditionWarRecord ) {
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if (!expeditionWarRecord) {
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return resResult(STATUS.EXPEDITION_MISS_WAR_RECORD);
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}
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if(expeditionWarRecord.battleStatus == EXPEDITION_WAR_RECORD_STATUS.SUCCESS) {
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if (expeditionWarRecord.battleStatus == EXPEDITION_WAR_RECORD_STATUS.SUCCESS) {
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return resResult(STATUS.EXPEDITION_DUPLICATE_CHALLENGE);
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}
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@@ -193,12 +193,12 @@ export class ExpeditionBattleHandler {
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let result = await ExpeditionWarRecordModel.updateBattleCode(expeditionCode, expeditionId, EXPEDITION_WAR_RECORD_STATUS.WAITING, battleCode);
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return resResult(STATUS.SUCCESS, {
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expeditionCode,
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expeditionId,
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battleId,
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battleCode,
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battleStatus: result.battleStatus,
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apJson
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expeditionCode,
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expeditionId,
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battleId,
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battleCode,
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battleStatus: result.battleStatus,
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apJson
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});
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}
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@@ -206,77 +206,78 @@ export class ExpeditionBattleHandler {
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* 战斗结算
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* 结算战斗奖励,更新远征状态
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*/
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async battleEnd(msg: { expeditionCode: string, expeditionId: number, battleCode: string, battleId: number, isSuccess: boolean, heroes: Array<{dataId: number, hp: number, ap: number}>, enemies: Array<{dataId: number, hp: number, ap: number}>, star: number }, session: BackendSession) {
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async battleEnd(msg: { expeditionCode: string, expeditionId: number, battleCode: string, battleId: number, isSuccess: boolean, heroes: Array<{ dataId: number, hp: number, ap: number }>, enemies: Array<{ dataId: number, hp: number, ap: number }>, star: number }, session: BackendSession) {
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const { expeditionCode, battleCode, battleId, expeditionId, isSuccess, heroes = [], star, enemies } = msg;
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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const serverId = session.get('serverId');
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let sid = session.get('sid');
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let funcs: number[] = session.get('funcs');
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let warInfo = gameData.war.get(battleId);
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if(!warInfo) {
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if (!warInfo) {
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return resResult(STATUS.BATTLE_MISS_INFO);
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}
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const BattleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode);
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if(!BattleRecord || BattleRecord.status != 0) {
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if (!BattleRecord || BattleRecord.status != 0) {
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return resResult(STATUS.BATTLE_STATUS_WRONG);
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}
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let flag = 1; // 对比hero信息
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let { record: { heroes: dbHeroes, seqIds: dbSeqIds } } = BattleRecord;
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for(let {dataId} of heroes) {
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if(dbSeqIds.indexOf(dataId) == -1) flag = 0;
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for (let { dataId } of heroes) {
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if (dbSeqIds.indexOf(dataId) == -1) flag = 0;
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}
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if(!flag) {
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if (!flag) {
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return resResult(STATUS.BATTLE_INFO_VALIDATE_ERR);
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}
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const now = Date.now(); // 当前时间戳
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let apJson = await setAp(now, roleId, sid, funcs, -1 * warInfo.cost); // 扣除体力
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if(!apJson) {
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if (!apJson) {
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return resResult(STATUS.BATTLE_ACTION_POINT_LACK);
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}
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// 检查record
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let expeditionRecord = await ExpeditionRecordModel.getExpeditionRecordByCode(expeditionCode);
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let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCodeAndId(expeditionCode, expeditionId);
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if(!expeditionRecord|| !expeditionWarRecord) {
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if (!expeditionRecord || !expeditionWarRecord) {
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return resResult(STATUS.EXPEDITION_MISS_WAR_RECORD);
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}
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// 更新我方剩余血量
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await ExpeditionRecordModel.updateHeroStatus(expeditionCode, expeditionRecord.heroes, heroes);
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// 更新敌人剩余状态及战斗状态
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let battleStatus = isSuccess?EXPEDITION_WAR_RECORD_STATUS.SUCCESS:EXPEDITION_WAR_RECORD_STATUS.FAIL;
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let battleStatus = isSuccess ? EXPEDITION_WAR_RECORD_STATUS.SUCCESS : EXPEDITION_WAR_RECORD_STATUS.FAIL;
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expeditionWarRecord = await ExpeditionWarRecordModel.updateEnemiesStatus(expeditionCode, expeditionId, battleStatus, enemies);
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// 更新battleRecord状态
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await BattleRecordModel.updateBattleRecordByCode(battleCode, {
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$set: { status: isSuccess?1: 2, star }
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$set: { status: isSuccess ? 1 : 2, star }
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}, true);
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// 更新点数
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let role = await RoleModel.increaseExpeditionPoint(roleId, isSuccess?EXPEDITION_CONST.INCREASE_POINT:0);
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let role = await RoleModel.increaseExpeditionPoint(roleId, isSuccess ? EXPEDITION_CONST.INCREASE_POINT : 0);
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let { expeditionPoint = 0 } = role;
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// 关卡奖励
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let warReward = new WarReward(roleId, roleName, sid, battleId, isSuccess);
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let reward = await warReward.saveReward(1);
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let actordata = await roleLevelup(roleId, isSuccess?warInfo.kingExp:0, session);// 主公升级经验
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if(isSuccess) {
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let actordata = await roleLevelup(roleId, isSuccess ? warInfo.kingExp : 0, session);// 主公升级经验
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if (isSuccess) {
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// 更新下一关状态
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await ExpeditionWarRecordModel.updateStatus(expeditionCode, expeditionId + 1, EXPEDITION_WAR_RECORD_STATUS.WAITING);
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await ExpeditionWarRecordModel.updateStatus(expeditionCode, expeditionId + 1, EXPEDITION_WAR_RECORD_STATUS.WAITING);
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}
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await checkTaskInBattleEnd(roleId, sid, funcs, battleId, dbHeroes, star);
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await checkTaskInBattleEnd(serverId, roleId, sid, funcs, battleId, dbHeroes, star);
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return resResult(STATUS.SUCCESS, {
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expeditionCode, expeditionId,
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battleCode, battleId,
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battleStatus: expeditionWarRecord.battleStatus,
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battleGoods: reward,
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apJson,
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expeditionPoint,
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...actordata
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expeditionCode, expeditionId,
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battleCode, battleId,
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battleStatus: expeditionWarRecord.battleStatus,
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battleGoods: reward,
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apJson,
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expeditionPoint,
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...actordata
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});
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}
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@@ -293,40 +294,40 @@ export class ExpeditionBattleHandler {
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const funcs: number[] = session.get('funcs');
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let role = await RoleModel.findByRoleId(roleId);
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let {expeditionPoint} = role;
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let { expeditionPoint } = role;
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let dicExpeditionPoint = gameData.expeditionPoint;
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let curDicExpeditionPoint = dicExpeditionPoint.get(point);
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if(!curDicExpeditionPoint) {
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if (!curDicExpeditionPoint) {
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return resResult(STATUS.EXPEDITION_MISS_POINT_INFO);
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}
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if(point > expeditionPoint) {
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if (point > expeditionPoint) {
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return resResult(STATUS.EXPEDITION_POINT_NOT_ENOUGH);
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}
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let pointStatusInDatabase = await ExpeditionPointModel.getExpeditionPoint(roleId);
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if(pointStatusInDatabase) {
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let {rewards} = pointStatusInDatabase;
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if (pointStatusInDatabase) {
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let { rewards } = pointStatusInDatabase;
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let curReward = rewards.find(cur => cur.point == point);
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if(curReward && curReward.received) {
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if (curReward && curReward.received) {
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return resResult(STATUS.EXPEDITION_WRONG_RECEIVE_STATUS);
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}
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}
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// 标记状态
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let {rewards: resultRewards} = await ExpeditionPointModel.updatePointStatus(roleId, point, curDicExpeditionPoint.reward);
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let { rewards: resultRewards } = await ExpeditionPointModel.updatePointStatus(roleId, point, curDicExpeditionPoint.reward);
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let hasReceivedAll = true, maxPoint = 0;
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for(let [ point ] of dicExpeditionPoint) {
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for (let [point] of dicExpeditionPoint) {
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let curReward = resultRewards.find(cur => cur.point == point);
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if(!curReward || !curReward.received) {
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if (!curReward || !curReward.received) {
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hasReceivedAll = false;
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}
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if(point > maxPoint) maxPoint = point;
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if (point > maxPoint) maxPoint = point;
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}
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if(hasReceivedAll) { // 全部领取了,刷新
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if (hasReceivedAll) { // 全部领取了,刷新
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await ExpeditionPointModel.completeStatus(roleId);
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await RoleModel.increaseExpeditionPoint(roleId, maxPoint * -1);
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}
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let pointRewards = await getPointRewardStatus(roleId);
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let pointRewards = await getPointRewardStatus(roleId);
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// 任务
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await checkTask(roleId, sid, funcs, TASK_TYPE.BATTLE_EXPEDITION_BOX, 1, true, { point });
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@@ -334,7 +335,7 @@ export class ExpeditionBattleHandler {
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let goods = await addItems(roleId, roleName, sid, curDicExpeditionPoint.reward);
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return resResult(STATUS.SUCCESS, {
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costPoint: hasReceivedAll?maxPoint: 0,
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costPoint: hasReceivedAll ? maxPoint : 0,
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pointRewards,
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goods
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})
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