活动:成长活动统计任务,领取奖励接口
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@@ -15,6 +15,7 @@ import { handleCost } from "../../../services/rewardService";
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import { addActive } from "../../../services/guildService";
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import { Rank } from "../../../services/rankService";
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import { checkTask } from "../../../services/taskService";
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import { accomplishTask } from "../../../pubUtils/taskUtil";
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export default function (app: Application) {
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return new CityActivityHandler(app);
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@@ -37,10 +38,10 @@ export class CityActivityHandler {
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const guildCode = session.get('guildCode');
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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const dbCities = await GuildActivityCityModel.getAllCities(serverId);
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let cities = getCities(guildCode, dbCities);
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let cities = getCities(guildCode, dbCities);
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return resResult(STATUS.SUCCESS, {
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...statusResult,
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@@ -60,33 +61,33 @@ export class CityActivityHandler {
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const { cityId } = msg;
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let dicCity = gameData.cityActivity.get(cityId);
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if(!dicCity) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if (!dicCity) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let obj = getCityActivityObj();
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let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp);
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let myGuildActivityRec = await UserGuildActivityRecModel.findByRoleId(roleId, this.aid);
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let challengeTime = 0;
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if(myGuildActivityRec) {
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if (myGuildActivityRec) {
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challengeTime = myGuildActivityRec.challengeTime;
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}
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const dbCities = await GuildActivityCityModel.getAllCities(serverId);
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let cityStatus = pubGetCityStatus(guildCode, cityId, dicCity, dbCities);
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if(cityStatus == CITY_STATUS.DECLARED) {
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if (cityStatus == CITY_STATUS.DECLARED) {
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obj.pushGuild(guildCode, serverId, cityId);
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}
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let historyCity = obj.getHistoryCity(roleId);
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if(historyCity) {
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if (historyCity) {
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await leaveCityChannel(roleId, sid, historyCity);
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}
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await addRoleToCityChannel(roleId, sid, cityId);
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obj.setHistoryCity(roleId, cityId);
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let ranks = await getCityActivityRank(guildCode, serverId, cityId, roleId, roleName);
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return resResult(STATUS.SUCCESS, {
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@@ -110,12 +111,12 @@ export class CityActivityHandler {
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let { cityId } = msg;
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let dicCity = gameData.cityActivity.get(cityId);
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if(dicCity.preCity.length > 0) return resResult(STATUS.CAN_NOT_DECLARE);
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if (dicCity.preCity.length > 0) return resResult(STATUS.CAN_NOT_DECLARE);
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let checkResult = await GuildActivityCityModel.checkDeclartion(serverId, guildCode);
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if(!!checkResult) return resResult(STATUS.HAS_DECLARED);
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if (!!checkResult) return resResult(STATUS.HAS_DECLARED);
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let curCity = await GuildActivityCityModel.getCity(serverId, cityId);
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if(curCity && curCity.guardGuildCode) {
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if (curCity && curCity.guardGuildCode) {
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return resResult(STATUS.CITY_IS_GUARD);
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}
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@@ -128,67 +129,67 @@ export class CityActivityHandler {
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obj.pushGuild(guildCode, serverId, cityId);
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const dbCities = await GuildActivityCityModel.getAllCities(serverId);
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let cities = getCities(guildCode, dbCities);
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let cities = getCities(guildCode, dbCities);
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return resResult(STATUS.SUCCESS, { cities });
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}
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// 开始挑战
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async checkBattle(msg: {cityId: number, costGold: boolean, heroes: number[]}, session: BackendSession) {
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async checkBattle(msg: { cityId: number, costGold: boolean, heroes: number[] }, session: BackendSession) {
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let { cityId, costGold, heroes } = msg;
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if(!heroes || heroes.length <= 0) return resResult(STATUS.WRONG_PARMS);
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if (!heroes || heroes.length <= 0) return resResult(STATUS.WRONG_PARMS);
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const roleId = session.get('roleId');
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const roleName = session.get('roleName');
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const serverId = session.get('serverId');
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const guildCode = session.get('guildCode');
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const sid = session.get('sid');
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if(!guildCode) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH);
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if (!guildCode) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH);
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let checkResult = await GuildActivityCityModel.checkDeclartion(serverId, guildCode);
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if(!checkResult) return resResult(STATUS.HAS_NOT_DECLARED);
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if (!checkResult) return resResult(STATUS.HAS_NOT_DECLARED);
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let obj = getCityActivityObj();
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const dicCity = gameData.cityActivity.get(cityId);
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let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp);
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if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
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if (gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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// TODO 测试完成后去掉这条判断
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// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
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let userGuild = await UserGuildModel.getMyGuild(roleId, 'job');
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let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid);
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if(!guildActivityRec) return resResult(STATUS.INTERNAL_ERR);
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if (!guildActivityRec) return resResult(STATUS.INTERNAL_ERR);
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let { code: sourceCode } = guildActivityRec;
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let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, this.aid);
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if(costGold) {
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if (costGold) {
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let goldObj = getGoldObject(GUILDACTIVITY.CITYACTIVITY_CD_COST);
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const costRes = await handleCost(roleId, sid, [goldObj]);
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if (!costRes) {
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return resResult(STATUS.BATTLE_GOLD_NOT_ENOUGH);
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}
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} else {
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if(myGuildActivityRec.challengeTime > nowSeconds()) {
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if (myGuildActivityRec.challengeTime > nowSeconds()) {
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return resResult(STATUS.CHALLENGE_TIME_NOT_REACH);
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}
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}
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myGuildActivityRec = await UserGuildActivityRecModel.incChallengeCnt(myGuildActivityRec.code, heroes);
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let { code } = myGuildActivityRec;
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let { code } = myGuildActivityRec;
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// 更新公会参与的玩家
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obj.pushMembers(guildCode, roleId, userGuild.job);
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// 返回当前军团总军功
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let r = new Rank(REDIS_KEY.CITY_ACTIVITY, { serverId, cityId }, true);
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let guildScore = await r.getMyScore({guildCode});
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let guildScore = await r.getMyScore({ guildCode });
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const dbCities = await GuildActivityCityModel.getAllCities(serverId);
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let cityStatus = pubGetCityStatus(guildCode, cityId, dicCity, dbCities);
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@@ -217,32 +218,32 @@ export class CityActivityHandler {
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const sid = session.get('sid');
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let { cityId, code, damage, hid, round } = msg;
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if(!damage || damage < 0) return resResult(STATUS.WRONG_PARMS);
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if (!damage || damage < 0) return resResult(STATUS.WRONG_PARMS);
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const dicCity = gameData.cityActivity.get(cityId);
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let obj = getCityActivityObj();
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let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp);
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if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
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if (gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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// TODO 测试完成后去掉这条判断
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// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
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let pushResult = await UserGuildActivityRecModel.pushCityRecord(code, { round, hid, damage });
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if(!pushResult) return resResult(STATUS.WRONG_PARMS);
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if (!pushResult) return resResult(STATUS.WRONG_PARMS);
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// 更新redis数据
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let myR = new Rank(REDIS_KEY.USER_CITY_ACTIVITY, { serverId, guildCode });
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let myScore = await myR.setRankWithRoleInfo(roleId, damage, Date.now(), null, true);
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await myR.setExpire(getNextHourPoint(5));
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let r = new Rank(REDIS_KEY.CITY_ACTIVITY, { serverId, cityId }, true );
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let r = new Rank(REDIS_KEY.CITY_ACTIVITY, { serverId, cityId }, true);
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let guildScore = await r.setRankWithGuildInfo(guildCode, damage, Date.now(), null, true);
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await r.setExpire(getNextHourPoint(5));
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gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp, -1 * damage);
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if(gateHp <= 0) {
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if (gateHp <= 0) {
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// 推送 停止活动并结算奖励
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await sendSingleCityActEndMsg(cityId, serverId);
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}
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@@ -269,29 +270,31 @@ export class CityActivityHandler {
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let { cityId, code, isSuccess } = msg;
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let obj = getCityActivityObj();
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let dicCity = gameData.cityActivity.get(cityId);
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if(!dicCity) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if (!dicCity) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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// 更新userGuildActivityRecord
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let challengeTime = getBeforeSeconds(-1 * GUILDACTIVITY.CITYACTIVITY_CHALLENGE_CD);
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let challengeTime = getBeforeSeconds(-1 * GUILDACTIVITY.CITYACTIVITY_CHALLENGE_CD);
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let myGuildActivityRec = await UserGuildActivityRecModel.updateInfo(code, { isSuccess, isCompleted: true, cityId, challengeTime });
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if(!myGuildActivityRec) return resResult(STATUS.INTERNAL_ERR);
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if (!myGuildActivityRec) return resResult(STATUS.INTERNAL_ERR);
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// 发放活跃
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await addActive(roleId, serverId, GUILD_POINT_WAYS.ACTIVITY); //获得活跃值
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// 返回当前军团总军功
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let myR = new Rank(REDIS_KEY.USER_CITY_ACTIVITY, { serverId, guildCode });
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let myScore = await myR.getMyScore({roleId});
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let myScore = await myR.getMyScore({ roleId });
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let r = new Rank(REDIS_KEY.CITY_ACTIVITY, { serverId, cityId }, true);
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let guildScore = await r.getMyScore({guildCode});
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let guildScore = await r.getMyScore({ guildCode });
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let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp);
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// 任务
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await checkTask(roleId, sid, funcs, TASK_TYPE.GUILD_ACTIVITY, 1, true, { aid: this.aid });
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//成长任务
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await accomplishTask(roleId, TASK_TYPE.GUILD_ACTIVITY, 1, { aid: this.aid })
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return resResult(STATUS.SUCCESS, {
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isSuccess,
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