远征本主界面及匹配机器人

This commit is contained in:
luying
2020-10-13 19:16:58 +08:00
parent 682e95561d
commit 7652f63414
15 changed files with 568 additions and 17 deletions
@@ -2,9 +2,9 @@
import { ActionPointModel } from '../../../db/ActionPoint';
import { BattleDropModel } from '../../../db/BattleDrop';
import { getWarById, getGoodById } from '../../../util/gamedata';
import { getWarById, getWarJsons } from '../../../util/gamedata';
import { decodeStr, Reward } from '../../../util/util';
import { ACTION_POIN, BATTLE_REWARD_TYPE, GOOD_TYPE } from '../../../consts/consts';
import { ACTION_POIN, BATTLE_REWARD_TYPE, WAR_JSON_ATTRIBUTE_TYPE } from '../../../consts/consts';
export async function getAp(now: number, roleId: string) {
let dataAp = await ActionPointModel.getAp(roleId);
@@ -130,4 +130,46 @@ export class WarReward {
return returnGoods;
}
}
}
export async function matchPlayers(scale: number, range: number, myCe: number ,enemyObj: {enemyFrom: number, enemyId: string, enemies: Array<any> }) {
let min = myCe * scale * (1 - range/100);
let max = myCe * scale * (1 + range/100);
console.log(min, max, enemyObj);
return false
}
export async function matchRobots(scale: number, myCe: number, robotCe: number, warJsonIndex:any, role, enemyObj: {enemyFrom: number, enemyId: string, enemies: Array<any> }) {
let {json: dicWarJson, fileName } = getWarJsons(warJsonIndex);
if(dicWarJson) {
enemyObj.enemyFrom = 2;
enemyObj.enemyId = fileName;
let ratio = myCe / robotCe * scale; // 玩家战力/机器人初始战力*系数
for(let enemy of dicWarJson) {
let attribute = decodeWarJsonAttribute(enemy.attribute); // 格式:{'hp':1000, ...}
for(let value in attribute) {
attribute[value] *= ratio;
}
enemyObj.enemies.push({...enemy, attribute, lv: role.lv});
}
return true
} else {
return false
}
}
export function decodeWarJsonAttribute(attribute) {
let arr = decodeStr('attribute', attribute);
let obj = {};
for(let {id, value} of arr) {
let field = WAR_JSON_ATTRIBUTE_TYPE[id];
if(field) {
obj[field] = value;
}
}
return obj
}
@@ -0,0 +1,177 @@
import { Application, BackendSession } from 'pinus';
import { getGamedata } from '../../../util/gamedata';
import { ExpeditionRecordModel } from '../../../db/ExpeditionRecord';
import { ExpeditionWarRecordModel } from '../../../db/ExpeditionWarRecord';
import { ExpeditionPointModel } from '../../../db/ExpeditionPoint';
import { RoleModel } from '../../../db/Role';
import { calculateSumCE, genCode } from '../../../util/util';
import { matchPlayers, matchRobots } from './battleUtils';
export default function(app: Application) {
return new ExpeditionBattleHandler(app);
}
export class ExpeditionBattleHandler {
constructor(private app: Application) {
}
/**
* 获取初始数据
* 获取当前远征挑战情况,远征点数,点数宝箱领取情况 */
async getStatus(msg: { }, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
// 每日刷新,刷新关卡进度,宝箱进度,武将状态
let now = new Date();
let today = now.setHours(0, 0, 0, 0);
let expeditionRecord = await ExpeditionRecordModel.getTodayRecord(roleId, today);
if(!expeditionRecord) { // 每天新建一条记录
let code = genCode(8);
expeditionRecord = await ExpeditionRecordModel.createTodayRecord(code, {
roleId, roleName, time: today, heroes: []
});
}
// 每一关的挑战状态
let { expeditionCode, heroes } = expeditionRecord;
let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCode(expeditionCode);
let curLv = 0;
if(expeditionWarRecord.length > 0) {
curLv = expeditionRecord[expeditionWarRecord.length - 1].expeditionId;
}
// 点数,和宝箱领取状态
let role = await RoleModel.findByRoleId(roleId);
let {expeditionPoint} = role;
let dicExpeditionPoint = getGamedata('dic_expedition_point');
let pointRewards = {
expeditionPoint,
rewards: dicExpeditionPoint.map(cur => {
return { point: cur.point, received: false }
})
};
let pointStatusInDatabase = await ExpeditionPointModel.getExpeditionPoint(roleId);
if(pointStatusInDatabase) {
let { rewards = [] } = pointStatusInDatabase;
pointRewards.rewards = rewards.map(cur => {
return { point: cur.point, received: cur.received }
})
}
return {
code: 200,
data: {
expeditionCode,
curLv,
expeditionWarRecord,
pointRewards,
heroes
}
}
}
/**
* 获取敌军数据
* 匹配其他玩家,或机器人数据
*/
async getEnemies(msg: { expeditionCode: string, expeditionId: number }, session: BackendSession) {
const roleId = session.get('roleId');
// const roleName = session.get('roleName');
const { expeditionCode, expeditionId } = msg;
let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCodeAndId(expeditionCode, expeditionId);
if(!expeditionWarRecord) { // 如果没有信息
// 计算我方战斗力(最高五人)
let myCe = await calculateSumCE(roleId, 1, { num: 5 });
console.log('****myCe', myCe);
let enemyObj = {
enemyFrom: 0,
enemyId: '',
enemies: new Array()
};
let dicExpedition = getGamedata('dic_expedition');
let curDicExpedition = dicExpedition.find(cur => cur.id == expeditionId);
// 匹配,判断是不是新手期
const role = await RoleModel.findByRoleId(roleId);
let now = new Date();
let today = now.setHours(0,0,0,0);
let isNew = today - role.createdAt.getTime() <= 3*24*60*60*1000;
let scale = isNew?curDicExpedition.CEScaleNew:curDicExpedition.CEScale;
let range = isNew?curDicExpedition.CERangeNew:curDicExpedition.CERange;
// 优先匹配其他玩家
let flag = await matchPlayers(scale, range, myCe, enemyObj);
// 当数量不够时使用机器人匹配
if(!flag) {
flag = await matchRobots(scale, myCe, curDicExpedition.ce, curDicExpedition.json, role, enemyObj);
}
console.log('**********flag', flag)
if(!flag) {
return {code: 202, data:'无法匹配对手'};
}
// 保存
let {warId} = curDicExpedition;
expeditionWarRecord = await ExpeditionWarRecordModel.saveRecord(expeditionCode, expeditionId, {
roleId, battleId: warId, ...enemyObj
});
}
let { battleId, enemyFrom, enemies, battleStatus } = expeditionWarRecord;
return {
code: 200,
data: {
expeditionCode, expeditionId, battleId,
battleStatus,
enemyFrom,
enemies
}
}
}
/**
* 进入战斗
* 记录我军数据,生成战斗唯一表示,记录状态
*/
async checkBattle(msg: { }, session: BackendSession) {
}
/**
* 战斗结算
* 结算战斗奖励,更新远征状态
*/
async battleEnd(msg: { }, session: BackendSession) {
}
/**
* 领取战斗宝箱
* 领取宝箱,更新远征状态
*/
async battleReward(msg: { }, session: BackendSession) {
}
/**
* 领取点数宝箱
* 领取点数宝箱,不扣除点数,那么就需要记录领取状态并且有返回
*/
async pointReward(msg: { }, session: BackendSession) {
}
/**
* 刷新点数宝箱
* 扣除远征点数,并刷新箱子状态
*/
async resetPointReward(msg: { }, session: BackendSession) {
}
}