✨ feat(gvgBattle): 给激战期接口添加基本的参数和返回值
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@@ -1,4 +1,12 @@
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import { GVGRecModel } from './../../../../../shared/db/GVGRec';
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import { LeagueGood } from './../../../../../shared/domain/gvgField/returnData';
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import { GVGTeamModel } from './../../../../../shared/db/GVGTeam';
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import { GVGUserDataModel } from './../../../../../shared/db/GVGUserData';
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import { GVGCityModel } from './../../../../../shared/db/GVGCity';
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import { Application, BackendSession, ChannelService, HandlerService } from "pinus";
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import { STATUS } from "../../../consts";
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import { LineupHero } from "../../../domain/roleField/hero";
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import { resResult } from "../../../pubUtils/util";
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export default function (app: Application) {
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new HandlerService(app, {});
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@@ -11,28 +19,65 @@ export class GVGBattleHandler {
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this.channelService = app.get('channelService');
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}
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// 保存队伍
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// index: 队伍索引位置
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// head: 头像
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// frame: 相框
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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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return resResult(STATUS.SUCCESS, { teams: [ 'teamCode' ] });
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}
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// 获取城池信息
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async getCity(msg: any, session: BackendSession) {
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async getCity(msg: { cityId: number }, session: BackendSession) {
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const { cityId } = msg;
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const city = await GVGCityModel.findOne({ 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: any, session: BackendSession) {
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async enterCity(msg: { cityId: number }, session: BackendSession) {
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const { cityId } = msg;
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let valid = false;
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if (!valid) {
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return resResult(STATUS.GVG_BATTLE_CITY_FULL);
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}
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const city = await GVGCityModel.findOne({ cityId }).lean();
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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: any, session: BackendSession) {
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async leaveCity(msg: { cityId: number }, session: BackendSession) {
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return resResult(STATUS.SUCCESS);
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}
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// 开始移动
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async startMove(msg: any, session: BackendSession) {
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// areaId: 要移动的目标据点 id
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async startMove(msg: { cityId: number, areaId: number, teamCode: string }, session: BackendSession) {
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const { areaId, cityId } = msg;
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const moveTime = Date.now();
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return resResult(STATUS.SUCCESS, { areaId, cityId, moveTime });
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}
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// 停止移动
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async stopMove(msg: any, session: BackendSession) {
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// areaId: 移动到的目标据点 id
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async stopMove(msg: { cityId: number, areaId: number, teamCode: string }, session: BackendSession) {
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const { areaId, cityId, teamCode } = msg;
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const players = await GVGUserDataModel.find({ cityId, areaId }).limit(20).lean();
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const curTeam = await GVGTeamModel.findOneAndUpdate({ teamCode }, { areaId }).lean();
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return resResult(STATUS.SUCCESS, { areaId, cityId, players, curTeam });
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}
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// 队伍入驻积分点
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async teamSettle(msg: any, session: BackendSession) {
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async teamSettle(msg: { cityId: number, areaId: number, pointId: number, teamCode: string }, session: BackendSession) {
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const { pointId, teamCode } = msg;
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const curTeam = await GVGTeamModel.findOneAndUpdate({ teamCode }, { pointId }).lean();
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return resResult(STATUS.SUCCESS, { curTeam });
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}
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// 队伍离开积分点
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@@ -40,32 +85,91 @@ export class GVGBattleHandler {
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}
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// 队伍开始攻击
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async battleStart(msg: any, session: BackendSession) {
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// teamCode: 攻击方队伍
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// oppoTeamCode: 防守方队伍
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async battleStart(msg: { teamCode: string, oppoTeamCode: string }, session: BackendSession) {
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const { teamCode, oppoTeamCode } = msg;
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const teams = await GVGTeamModel.find({ teamCode: { $in: [ teamCode, oppoTeamCode ] } }).lean();
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let teamInvalid = false;
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let invalidTeamCode = '';
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teams.forEach(team => {
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if (team.attackTime > Date.now() - 1000 * 5) {
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teamInvalid = true;
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invalidTeamCode = team.teamCode;
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}
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});
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if (teamInvalid) {
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return resResult(STATUS.GVG_BATTLE_TEAM_INVALID, { teamCode: invalidTeamCode });
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}
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return resResult(STATUS.SUCCESS);
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}
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// 队伍停止攻击
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async battleEnd(msg: any, session: BackendSession) {
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async battleEnd(msg: { battleCode: string, isSuccess: boolean }, session: BackendSession) {
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const { battleCode, isSuccess } = msg;
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// ! 根据 battleCode 获取 teamCode
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const teamCode = '';
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const leagueGoods: LeagueGood[] = null;
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// ! 计算并更新两支队伍耐久
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const curTeam = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean();
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// ! 推送战斗结果给对手队伍
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// const channel = this.channelService.getChannel(teamCode, false);
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// if (!!channel) {
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// channel.pushMessage('onBattleResult', { isSuccess });
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// }
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// ! 结算奖励
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if (isSuccess) {
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// ! 更新 leagueGoods
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}
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return resResult(STATUS.SUCCESS, { curTeam, leagueGoods });
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}
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// 使用道具
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async useItem(msg: any, session: BackendSession) {
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// teamCode: 要使用道具的队伍
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async useItem(msg: { itemId: number, teamCode: string }, session: BackendSession) {
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const { itemId, teamCode } = msg;
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// ! 检查道具是否存在
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// ! 检查道具是否可以使用在该队伍
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const team = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean();
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// ! 根据 item 使用效果更新 team
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return resResult(STATUS.SUCCESS, { team });
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}
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// 复活队伍
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async reviveTeam(msg: any, session: BackendSession) {
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async reviveTeam(msg: { teamCode: string }, session: BackendSession) {
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const { teamCode } = msg;
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// ! 检查该队伍是否可以复活,可以的话更新队伍状态
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const team = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean();
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// 更新成功返回队伍信息
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return resResult(STATUS.SUCCESS, { team });
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}
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// 获取战报
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async getRecs(msg: any, session: BackendSession) {
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// type: 战报类型
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async getRecs(msg: { type: number }, session: BackendSession) {
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const { type } = msg;
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// 根据 type 获取战报
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const recs = await GVGRecModel.find({ type }).limit(20).lean();
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return resResult(STATUS.SUCCESS, { recs });
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}
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// 获取概况
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async getOverview(msg: any, session: BackendSession) {
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async getOverview(msg: {}, session: BackendSession) {
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const cities = await GVGCityModel.find({}).lean();
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// ! 重新组织每个城市的数据,添加据点和积分点的信息
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return resResult(STATUS.SUCCESS, { cities });
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}
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// 获取区域上的队伍
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async getAreaTeams(msg: any, session: BackendSession) {
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async getAreaTeams(msg: { cityId: number, areaIds: [number] }, session: BackendSession) {
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const { cityId, areaIds } = msg;
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const queryParam = {};
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areaIds.forEach(areaId => {
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queryParam[areaId] = [{ $match: { areaId, cityId } }, { $limit: 20 }];
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});
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const teams = await GVGTeamModel.aggregate([
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{ $facet: queryParam },
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]);
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return resResult(STATUS.SUCCESS, { teams });
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}
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}
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