feat(gvg): 复活队伍

This commit is contained in:
luying
2023-02-17 16:45:24 +08:00
parent 40cffb7cc3
commit 8595c8d4ae
9 changed files with 114 additions and 33 deletions

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@@ -7,19 +7,23 @@ import { Application, BackendSession, ChannelService, HandlerService, pinus } fr
import { resResult, genCode } from "../../../pubUtils/util";
import { GVGLeagueModel } from '../../../db/GVGLeague';
import { checkGVGPeriod, getGroupIdOfServer, getGVGConfig, getGVGPeriodData, getGVGServerType } from '../../../services/gvg/gvgService';
import { addBattleRankScore, calBattleScoreByCe, checkAreaIsInCity, checkGVGBattleStart, checkMoveStatus, getBattleRanks, getBirthAreaOfCity, getGVGWarId, getOppHeroes, initRobots, pushTeamMoveMessage, teamBreak } from '../../../services/gvg/gvgBattleService';
import { addBattleRankScore, calBattleScoreByCe, checkAreaIsInCity, checkGVGBattleStart, checkMoveStatus, getBattleRanks, getBirthAreaOfCity, getGVGWarId, getOppHeroes, getTechReviveMinus, initRobots, pushTeamMoveMessage } from '../../../services/gvg/gvgBattleService';
import { getGVGBattleData } from '../../../services/gvg/gvgBattleMemory';
import { GVGBattleRecModel } from '../../../db/GVGBattleRec';
import { getFightTimeByPeriod } from '../../../services/gvg/gvgFightService';
import { gameData } from '../../../pubUtils/data';
import { gameData, getReviveGold } from '../../../pubUtils/data';
import { getAllServerName } from '../../../services/redisService';
import { checkBattleHeroesByHid } from '../../../services/normalBattleService';
import { SaveTeamParam, SaveTeamUpdateParam } from '../../../domain/gvgField/gvgDb';
import { STATUS } from '../../../consts';
import { GVG_ITEM, ITEM_CHANGE_REASON, STATUS } from '../../../consts';
import { GVGHeroInfo } from '../../../domain/dbGeneral';
import { ArtifactModel } from '../../../db/Artifact';
import { getHeroesAttributes } from '../../../services/playerCeService';
import { addRoleToAreaChannel, addRoleToAreaTeamChannel, addRoleToGVGCityChannel, leaveGVGAreaChannel, leaveGVGAreaTeamChannel, leaveGVGCityTeamChannel } from '../../../services/chatChannelService';
import { nowSeconds } from '../../../pubUtils/timeUtil';
import { GVGUserItemModel } from '../../../db/GVGUserItem';
import { handleGVGCost } from '../../../services/gvg/gvgItemService';
import { getGoldObject, handleCost } from '../../../services/role/rewardService';
export default function (app: Application) {
new HandlerService(app, {});
@@ -294,7 +298,7 @@ export class GVGBattleHandler {
let groupId = await getGroupIdOfServer(serverId);
let serverType = await getGVGServerType(serverId);
let myTeam = await GVGTeamModel.findByTeamCode(roleId, teamCode);
let myTeam = await GVGTeamModel.findMyTeamByCode(roleId, teamCode);
if(!myTeam) return resResult(STATUS.GVG_TEAM_NOT_FOUND);
if(myTeam.cityId != cityId) return resResult(STATUS.GVG_BATTLE_IS_NOT_IN_CITY);
@@ -331,7 +335,7 @@ export class GVGBattleHandler {
let groupId = await getGroupIdOfServer(serverId);
let serverType = await getGVGServerType(serverId);
let team = await GVGTeamModel.findByTeamCode(roleId, teamCode);
let team = await GVGTeamModel.findMyTeamByCode(roleId, teamCode);
let checkResult = checkMoveStatus(team, cityId, areaId);
if(checkResult.code != 0) return resResult(checkResult);
@@ -355,7 +359,7 @@ export class GVGBattleHandler {
let groupId = await getGroupIdOfServer(serverId);
let serverType = await getGVGServerType(serverId);
let team = await GVGTeamModel.findByTeamCode(roleId, teamCode);
let team = await GVGTeamModel.findMyTeamByCode(roleId, teamCode);
if(!team) return resResult(STATUS.GVG_BATTLE_TEAM_NOT_FOUND);
if(team.cityId != cityId && team.areaId != areaId) return resResult(STATUS.GVG_BATTLE_IS_NOT_IN_CITY);
@@ -379,7 +383,7 @@ export class GVGBattleHandler {
let groupId = await getGroupIdOfServer(serverId);
let serverType = await getGVGServerType(serverId);
let myTeam = await GVGTeamModel.findByTeamCode(roleId, teamCode);
let myTeam = await GVGTeamModel.findMyTeamByCode(roleId, teamCode);
if(!myTeam) return resResult(STATUS.GVG_TEAM_NOT_FOUND);
let dicAreaPoint = gameData.gvgAreaPoint.get(pointId);
@@ -403,7 +407,7 @@ export class GVGBattleHandler {
let groupId = await getGroupIdOfServer(serverId);
let serverType = await getGVGServerType(serverId);
let myTeam = await GVGTeamModel.findByTeamCode(roleId, teamCode);
let myTeam = await GVGTeamModel.findMyTeamByCode(roleId, teamCode);
if(!myTeam) return resResult(STATUS.GVG_TEAM_NOT_FOUND);
let dicAreaPoint = gameData.gvgAreaPoint.get(pointId);
if(dicAreaPoint.areaId != myTeam.areaId) return resResult(STATUS.GVG_POINT_NOT_AREA);
@@ -468,8 +472,8 @@ export class GVGBattleHandler {
let { win, fail } = gameData.gvgBattleDurabilityMinus;
let attackScore = calBattleScoreByCe(isSuccess, attackTeam.lineupCe);
let defenseScore = calBattleScoreByCe(!isSuccess, defenseTeam.lineupCe);
attackTeam = await GVGTeamModel.battleEndAttack(attackTeam.teamCode, isSuccess? -win: -fail, attackScore, getBirthAreaOfCity(city, attackTeam.leagueCode));
defenseTeam = await GVGTeamModel.battleEndDefense(defenseTeam.teamCode, isSuccess? -fail: -win, defenseScore, getBirthAreaOfCity(city, defenseTeam.leagueCode));
attackTeam = await GVGTeamModel.battleEndAttack(attackTeam.teamCode, isSuccess? -win: -fail, attackScore, getBirthAreaOfCity(city, attackTeam.leagueCode), await getTechReviveMinus(configId, attackTeam.leagueCode));
defenseTeam = await GVGTeamModel.battleEndDefense(defenseTeam.teamCode, isSuccess? -fail: -win, defenseScore, getBirthAreaOfCity(city, defenseTeam.leagueCode), await getTechReviveMinus(configId, defenseTeam.leagueCode));
if(defenseTeam.curTeamBreak && defenseTeam.originPointId > 0 && !attackTeam.curTeamBreak) { // 打败的对手原来占领着一个位置,现在这个位置是你的了
attackTeam = await GVGTeamModel.settlePoint(attackTeam.teamCode, defenseTeam.originPointId);
}
@@ -490,6 +494,7 @@ export class GVGBattleHandler {
// teamCode: 要使用道具的队伍
async useItem(msg: { cityId: number, itemId: number, teamCode: string }, session: BackendSession) {
const { itemId, teamCode } = msg;
// const targetTeam = await GVGTeamModel.findByCode(teamCode);
// ! 检查道具是否存在
// ! 检查道具是否可以使用在该队伍
const team = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean();
@@ -499,11 +504,38 @@ export class GVGBattleHandler {
// 复活队伍
async reviveTeam(msg: { cityId: number, teamCode: string }, session: BackendSession) {
const roleId = session.get('roleId');
const sid = session.get('sid');
const guildCode = session.get('guildCode');
const { teamCode } = msg;
// ! 检查该队伍是否可以复活,可以的话更新队伍状态
const team = await GVGTeamModel.findOneAndUpdate({ teamCode }, {}).lean();
let { configId, period } = getGVGPeriodData();
let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
let team = await GVGTeamModel.findMyTeamByCode(roleId, teamCode);
if(!team) return resResult(STATUS.GVG_TEAM_NOT_FOUND);
if(team.restartTime < nowSeconds()) return resResult(STATUS.GVG_TEAM_NOT_NEED_REVIVE);
let userData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId);
let reviveCnt = userData?.reviveCnt||0;
const hasItem = await GVGUserItemModel.checkItemCnt(configId, myLeague.leagueCode, roleId, GVG_ITEM.REVIVE_COIN, 1);
if(hasItem) {
const costResult = await handleGVGCost(roleId, myLeague.leagueCode, sid, [{ id: GVG_ITEM.REVIVE_COIN, count: 1 }], [], ITEM_CHANGE_REASON.GVG_REVIVE);
if(!costResult) return resResult(STATUS.GVG_ITEMS_NOT_ENOUGH);
} else {
let gold = getReviveGold(reviveCnt + 1);
const costResult = await handleCost(roleId, sid, [getGoldObject(gold)], ITEM_CHANGE_REASON.GVG_REVIVE);
if(!costResult) return resResult(STATUS.GVG_ITEMS_NOT_ENOUGH);
userData = await GVGUserDataModel.addReviveCnt(configId, myLeague.leagueCode, roleId, 1);
reviveCnt = userData?.reviveCnt||0;
}
team = await GVGTeamModel.reviveTeam(teamCode);
// 更新成功返回队伍信息
return resResult(STATUS.SUCCESS, { team });
return resResult(STATUS.SUCCESS, { reviveCnt, curTeam: new MyTeamInfo(team) });
}
// 获取战报

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@@ -118,11 +118,19 @@ export function calBattleScoreByCe(isSuccess: boolean, lineupCe: number) {
return isSuccess? winScore: 0;
}
export async function teamBreak(city: GVGCityType, team: GVGTeamType) {
if(team.durability > 0) return team
let areaId = getBirthAreaOfCity(city, team.leagueCode);
team = await GVGTeamModel.teamBreak(team.teamCode, team.isRobot, team.maxDurability, areaId);
return team;
export async function getTechReviveMinus(configId: number, leagueCode: string) {
let leaguePrepare = await GVGLeaguePrepareModel.findByLeague(configId, leagueCode);
let minusCd = 0;
let activeTech = leaguePrepare?.activeTech||[];
for(let techId of activeTech) {
let dicTech = gameData.gvgTech.get(techId);
if(dicTech && dicTech.type == GVG_TECH_TYPE.BATTLE_REVIVE_GAP) {
minusCd = dicTech.param[0];
}
}
let cd = GVG.GVG_DEFAULT_REVIVE_CD - minusCd;
if(cd < 0) cd = 0;
return cd;
}
export function getGVGWarId(defenseTeam: GVGTeamType) {

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@@ -69,13 +69,14 @@ export enum GVG_ITEM_TYPE {
}
export enum GVG_ITEM {
WHEAT = 1, // 小麦
CORN = 2, // 粟米
RICE = 3, // 水稻
PRODUCE_COIN = 10, // 内政令
FIGHT_COIN = 11, // 征战令
BATTLE_FEAT = 12, // 战功
KNIFE = 14, // 诸葛连弩
WHEAT = 1, // 小麦
CORN = 2, // 粟米
RICE = 3, // 水稻
PRODUCE_COIN = 10, // 内政令
FIGHT_COIN = 11, // 征战令
BATTLE_FEAT = 12, // 战功
REVIVE_COIN = 13, // 复活令
KNIFE = 14, // 诸葛连弩
}
export enum GVG_RESOURCE_TYPE {

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@@ -1128,6 +1128,7 @@ export enum ITEM_CHANGE_REASON {
GVG_VESTIGE_END = 171, // gvg征战中原挑战
GVG_VESTIGE_RECEIVE_RANK = 172, // gvg征战中原领取排行榜奖励
GVG_TECH_SEND_KNIFE = 173, // gvg点科技树发放诸葛连弩
GVG_REVIVE = 174, // gvg复活队伍
}
export enum TA_EVENT {

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@@ -378,6 +378,7 @@ export const STATUS = {
GVG_TEAM_NOT_SAME_AREA: { code: 21415, simStr: '对方不在同一个区域内' },
GVG_POINT_HAS_SETTLED: { code: 21416, simStr: '该据点已经有其他队伍驻守' },
GVG_POINT_NOT_AREA: { code: 21417, simStr: '您不在该积分点所在区域' },
GVG_TEAM_NOT_NEED_REVIVE: { code: 21418, simStr: '此队伍不需要复活' },
// 通用 30000 - 30099
DIC_DATA_NOT_FOUND: { code: 30000, simStr: '数据表未找到' },

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@@ -150,8 +150,14 @@ export default class GVGTeam extends BaseModel {
return teams;
}
// 获取的编队
public static async findByTeamCode(roleId: string, teamCode: string, select = '') {
// 获取某个玩家的某个的编队
public static async findMyTeamByCode(roleId: string, teamCode: string, select = '') {
const res: GVGTeamType = await GVGTeamModel.findOne({ roleId, teamCode }).select(select).lean();
return res;
}
// 获取编队
public static async findByCode(roleId: string, teamCode: string, select = '') {
const res: GVGTeamType = await GVGTeamModel.findOne({ roleId, teamCode }).select(select).lean();
return res;
}
@@ -256,31 +262,31 @@ export default class GVGTeam extends BaseModel {
}
// 结算挑战方
public static async battleEndAttack(teamCode: string, hpInc: number, playerScoreInc: number, rebirthAreaId: number) {
public static async battleEndAttack(teamCode: string, hpInc: number, playerScoreInc: number, rebirthAreaId: number, reviveCd: number) {
let team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $inc: { durability: hpInc, score: playerScoreInc } }, { new: true }).lean();
if(team.durability <= 0) {
let originPointId = team.pointId;
team = await GVGTeamModel.teamBreak(teamCode, team.isRobot, team.maxDurability, rebirthAreaId);
team = await GVGTeamModel.teamBreak(teamCode, team.isRobot, team.maxDurability, rebirthAreaId, reviveCd);
team.originPointId = originPointId;
}
return team;
}
// 结算防守方
public static async battleEndDefense(teamCode: string, hpInc: number, playerScoreInc: number, rebirthAreaId: number) {
public static async battleEndDefense(teamCode: string, hpInc: number, playerScoreInc: number, rebirthAreaId: number, reviveCd: number) {
let team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { defenseTime: nowSeconds() + GVG.GVG_DEFAULT_DEFENSE_CD, lockTime: 0, lockTeamCode: '' }, $inc: { durability: hpInc, score: playerScoreInc } }, { new: true }).lean();
if(team.durability <= 0) {
let originPointId = team.pointId;
team = await GVGTeamModel.teamBreak(teamCode, team.isRobot, team.maxDurability, rebirthAreaId);
team = await GVGTeamModel.teamBreak(teamCode, team.isRobot, team.maxDurability, rebirthAreaId, reviveCd);
team.originPointId = originPointId;
}
return team;
}
// 队伍进入修整器
public static async teamBreak(teamCode: string, isRobot: boolean, maxDurability: number, areaId: number) {
public static async teamBreak(teamCode: string, isRobot: boolean, maxDurability: number, areaId: number, reviveCd: number) {
if(!isRobot) {
const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { restartTime: nowSeconds() + GVG.GVG_DEFAULT_DEFENSE_CD, stopMoveTime: nowSeconds(), areaId, durability: maxDurability } }, { new: true }).lean();
const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { restartTime: nowSeconds() - reviveCd, stopMoveTime: nowSeconds(), areaId, durability: maxDurability } }, { new: true }).lean();
team.curTeamBreak = true;
return team;
} else {
@@ -332,6 +338,11 @@ export default class GVGTeam extends BaseModel {
return team;
}
// 复活
public static async reviveTeam(teamCode: string) {
let team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { restartTime: 0 } }, { new: true }).lean();
return team;
}
}
export const GVGTeamModel = getModelForClass(GVGTeam);

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@@ -79,6 +79,9 @@ export default class GVGUserData extends BaseModel {
@prop({ required: false })
cityId: number; // 城池id
@prop({ required: false })
reviveCnt: number; // 城池id
public static async findByRole(configId: number, leagueCode: string, roleId: string) {
const result: GVGUserDataType = await GVGUserDataModel.findOneAndUpdate({ configId, leagueCode, roleId }, {}, { new: true, upsert: true}).lean();
return result;
@@ -130,6 +133,11 @@ export default class GVGUserData extends BaseModel {
return result;
}
public static async addReviveCnt(configId: number, leagueCode: string, roleId: string, cnt: number) {
const result: GVGUserDataType = await GVGUserDataModel.findOneAndUpdate({ configId, leagueCode, roleId }, { $inc: { reviveCnt: cnt } }, { new: true, upsert: true}).lean();
return result;
}
}
export const GVGUserDataModel = getModelForClass(GVGUserData);

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@@ -42,6 +42,7 @@ class LeaguePlayerData {
// 奖励相关
receivedLv: number = 0; // 奖励领到几级
tasks: GVGTask[] = []; // 如果没有达成的任务就不放在这个数组里面
reviveCnt: number = 0; // 使用元宝复活的次数
}
class LeagueResource {
@@ -129,6 +130,7 @@ export class GVGMainData {
if(userData) {
this.myInfo.job = userData?.job||0;
this.myInfo.receivedLv = userData?.receivedLv||0;
this.myInfo.reviveCnt = userData?.reviveCnt||0;
}
this.myInfo.tasks = tasks;
}

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@@ -337,6 +337,7 @@ export const gameData = {
gvgBattleDurabilityMinus: { win: 0, fail: 0 },
gvgTeamDurability: new Map<number, number>(),
gvgPointByAreaId: dicGVGPointsByAreaId,
gvgReviveGold: new Map<number|'max', number>(),
};
// 在此提供一些原先在gamedata中提供的方法以便更方便获取gameData数据
@@ -1230,6 +1231,21 @@ function parseGVGTeamDurability() {
}
function parseGVGReviveCoin() {
let arr = decodeArrayListStr(param.GVG.GVG_REVIVE_GOLD);
for(let [_cnt, _gold] of arr) {
let cnt = parseInt(_cnt);
let gold = parseInt(_gold);
gameData.gvgReviveGold.set(cnt, gold);
gameData.gvgReviveGold.set('max', gold);
}
}
export function getReviveGold(cnt: number) {
if(gameData.gvgReviveGold.has(cnt)) return gameData.gvgReviveGold.get(cnt)||0;
return gameData.gvgReviveGold.get('max')||0;
}
// 初始加载
function initDatas() {
parseDicParam();
@@ -1255,6 +1271,7 @@ function parseDicParam() {
parseGVGVestigeCnt();
parseGVGDurabilityMinus();
parseGVGTeamDurability();
parseGVGReviveCoin();
}
/**