添加远征每日重置

This commit is contained in:
luying
2020-11-09 17:41:24 +08:00
parent 541e8a391d
commit 7fa9fe99ee
13 changed files with 187 additions and 87 deletions
@@ -5,9 +5,9 @@ import { ExpeditionRecordModel } from '../../../db/ExpeditionRecord';
import { ExpeditionWarRecordModel } from '../../../db/ExpeditionWarRecord';
import { ExpeditionPointModel } from '../../../db/ExpeditionPoint';
import { RoleModel } from '../../../db/Role';
import { calculateSumCE, genCode, setLocalHours } from '../../../pubUtils/util';
import { matchPlayers, matchRobots, getPointRewardStatus, getCEScaleAndRange } from '../../../services/expeditionService';
import { EXPEDITION_INCREASE_POINT } from '../../../consts/consts';
import { calculateSumCE, genCode } from '../../../pubUtils/util';
import { matchPlayers, matchRobots, getPointRewardStatus, getCEScaleAndRange, getResetRemainCnt } from '../../../services/expeditionService';
import { EXPEDITION_CONST } from '../../../consts/consts';
import { WarReward } from '../../../services/warRewardService';
import { handleFixedReward } from '../../../services/rewardService';
import { getAp, setAp } from '../../../services/actionPointService';
@@ -31,14 +31,13 @@ export class ExpeditionBattleHandler {
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 = setLocalHours(0, now);
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: []
// 获取远征关卡状态
let expeditionRecord = await ExpeditionRecordModel.getCurRecord(roleId);
if(!expeditionRecord) { // 首次新建一条记录
// 我方战力(暂定)
let myCe = await calculateSumCE(roleId, 1, { num: 5 });
expeditionRecord = await ExpeditionRecordModel.createRecord({
roleId, roleName, heroes: [], myCe
});
}
@@ -50,15 +49,54 @@ export class ExpeditionBattleHandler {
curLv = expeditionWarRecord[expeditionWarRecord.length - 1].expeditionId;
}
// 重置次数
let role = await RoleModel.findByRoleId(roleId);
let curTime = new Date();
let {resetCnt} = await getResetRemainCnt(curTime, roleId, role);
// 点数,和宝箱领取状态
let pointRewards = await getPointRewardStatus(roleId);
let pointRewards = await getPointRewardStatus(roleId, role);
return resResult(STATUS.SUCCESS, {
expeditionCode,
curLv,
expeditionWarRecord,
pointRewards,
heroes
heroes,
resetCnt
});
}
/**
* 重置远征本
* 每天5点可以重置远征本 */
async resetStatus(msg: { }, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let curTime = new Date();
let {needRefresh, resetCnt} = await getResetRemainCnt(curTime, roleId);
if(resetCnt <= 0) {
return resResult(STATUS.EXPEDITION_RESET_NUM_NOT_ENOUGH)
}
await ExpeditionRecordModel.hideRecord(roleId); // 刷掉旧关卡
// 我方战力(暂定)
let myCe = await calculateSumCE(roleId, 1, { num: 5 });
// 每一关的挑战状态
let { expeditionCode, heroes } = await ExpeditionRecordModel.createRecord({
roleId, roleName, heroes: [], myCe
});
await RoleModel.increaseExpeditionResetCnt(roleId, needRefresh, curTime);
return resResult(STATUS.SUCCESS, {
expeditionCode,
curLv: 0,
expeditionWarRecord: [],
heroes,
resetCnt: resetCnt - 1
});
}
@@ -72,12 +110,10 @@ export class ExpeditionBattleHandler {
// const roleName = session.get('roleName');
const { expeditionCode, expeditionId } = msg;
let { myCe } = await ExpeditionRecordModel.getExpeditionRecordByCode(expeditionCode);
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);
let enemyObj = {
enemyFrom: 0,
enemyId: '',
@@ -139,7 +175,7 @@ export class ExpeditionBattleHandler {
if(!preBattle) return resResult(STATUS.BATTLE_NEED_PREVIOUS_GK);
}
let checkHeroes = checkBattleHeroes(roleId, heroes);
let checkHeroes = await checkBattleHeroes(roleId, heroes);
if(!checkHeroes) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCodeAndId(expeditionCode, expeditionId);
@@ -177,7 +213,7 @@ export class ExpeditionBattleHandler {
* 战斗结算
* 结算战斗奖励,更新远征状态
*/
async battleEnd(msg: { expeditionCode: string, expeditionId: number, battleCode: string, battleId: number, isSuccess: boolean, heroes: Array<{actorId: number, hp: number, ap: number}>, enemies: Array<{dataId: number, hp: number, ap: number}>, star: number }, session: BackendSession) {
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) {
const { expeditionCode, battleCode, battleId, expeditionId, isSuccess, heroes, star, enemies } = msg;
let roleId = session.get('roleId');
@@ -198,8 +234,8 @@ export class ExpeditionBattleHandler {
let flag = 1; // 对比hero信息
let { record: { heroes: dbHeroes } } = BattleRecord;
for(let {actorId} of heroes) {
if(dbHeroes.indexOf(actorId) == -1) flag = 0;
for(let {dataId} of heroes) {
if(dbHeroes.indexOf(dataId) == -1) flag = 0;
}
if(!flag) {
return resResult(STATUS.BATTLE_INFO_VALIDATE_ERR);
@@ -226,7 +262,7 @@ export class ExpeditionBattleHandler {
$set: { status: isSuccess?1: 2, star }
}, true);
// 更新点数
let role = await RoleModel.increaseExpeditionPoint(roleId, isSuccess?EXPEDITION_INCREASE_POINT:0);
let role = await RoleModel.increaseExpeditionPoint(roleId, isSuccess?EXPEDITION_CONST.INCREASE_POINT:0);
let { expeditionPoint = 0 } = role;
// 关卡奖励
@@ -25,7 +25,7 @@ export class NormalBattleHandler {
}
// 获取关卡列表
async checkBattle(msg: {battleId: number, heroes: Array<any> }, session: BackendSession) {
async checkBattle(msg: {battleId: number, heroes: Array<number> }, session: BackendSession) {
const { battleId, heroes } = msg;
let roleId = session.get('roleId');
let roleName = session.get('roleName');
@@ -50,7 +50,7 @@ export class NormalBattleHandler {
if(!preBattle) return resResult(STATUS.BATTLE_NEED_PREVIOUS_GK);
}
let checkHeroes = checkBattleHeroes(roleId, heroes);
let checkHeroes = await checkBattleHeroes(roleId, heroes);
if(!checkHeroes) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
const battleCode = genCode(8); // 关卡唯一值
@@ -177,7 +177,8 @@ export class TowerBattleHandler {
let curTasks = await createCurTasks(towerLv, roleId, roleName); // 刷出新的任务
let nextCostGold = calculateNum(GOLD_COST_RATIO.TPWER_TASK_REF, {num: towerTaskReCnt + 1}, 200);
return resResult(STATUS.SUCCESS, { curTasks: treatTask(curTasks, curTime), costGold, nextCostGold});
let refRemainTime = getRemainTime(curTime);
return resResult(STATUS.SUCCESS, { curTasks: treatTask(curTasks, curTime), costGold, nextCostGold, refRemainTime});
}
async sendTaskHero(msg: {batchCode: string, tasks: Array<{taskCode: string, heroes: Array<number>}>}, session: BackendSession) {
@@ -209,7 +210,7 @@ export class TowerBattleHandler {
return resResult(STATUS.TOWER_TASK_CODE_NOT_FOUND);
}
if (usedHeroes.length > 0) { // 是否在其他任务重使用了武将
let used = !!task.heroes.find(hid => usedHeroes.indexOf(hid) !== -1);
let used = !!task.heroes.find(seqId => usedHeroes.indexOf(seqId) !== -1);
if (used) {
return resResult(STATUS.TOWER_TASK_HERO_HAS_USED);
}
@@ -221,7 +222,9 @@ export class TowerBattleHandler {
if (!recs || recs.length === 0) {
return resResult(STATUS.TOWER_TASK_SEND_ERR);
}
return resResult(STATUS.SUCCESS, { tasks: treatTask(recs, curTime) });
let refRemainTime = getRemainTime(curTime);
return resResult(STATUS.SUCCESS, { tasks: treatTask(recs, curTime), refRemainTime });
}
async settleTask(msg: {batchCode: string, taskCode: string}, session: BackendSession) {
@@ -256,7 +259,9 @@ export class TowerBattleHandler {
}
}
const rec = await TowerTaskRecModel.finishTask(msg.batchCode, compTasks);
return resResult(STATUS.SUCCESS, { compTasks: treatTask(rec, curTime), goods });
let refRemainTime = getRemainTime(curTime);
return resResult(STATUS.SUCCESS, { compTasks: treatTask(rec, curTime), goods, refRemainTime });
}