任务:埋点30/70
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346
shared/pubUtils/taskUtil.ts
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346
shared/pubUtils/taskUtil.ts
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import { gameData } from './data';
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import { DicTask } from './dictionary/DicTask';
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import { TASK_TYPE, ABI_STAGE } from '../consts';
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import { UserTaskRecModel, UserTaskRecType } from '../db/UserTaskRec'
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import { RoleType } from '../db/Role';
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import { TaskParam } from '../domain/roleField/task';
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import { getTodayZeroPoint } from './timeUtil';
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import { HeroType } from '../db/Hero';
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import { EquipType, EquipModel } from '../db/Equip';
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export async function checkTaskWithRoles(taskType: number, roles: RoleType[]) {
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let pushMessage = new Array<{type: number, id: number, count: number, received: boolean}>();
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for(let role of roles) {
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let singlePush = await checkTaskWithRole(role.roleId, taskType, role);
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pushMessage.concat(singlePush);
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}
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return pushMessage
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}
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export async function checkTaskWithRole(roleId: string, taskType: number, role: RoleType) {
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let pushMessage = new Array<{type: number, id: number, count: number, received: boolean}>();
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if(taskType == TASK_TYPE.LOGIN_SUM)
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{
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let today = getTodayZeroPoint();
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if(today > role.loginTime) {
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pushMessage = await checkTask(roleId, taskType, 1, true, {});
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}
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}
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else if (taskType == TASK_TYPE.LOGIN_SERIES)
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{
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let today = getTodayZeroPoint();
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if(today > role.loginTime) {
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if(today - role.loginTime > 24 * 60 * 60 ) {
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pushMessage = await checkTask(roleId, taskType, 1, false, {});
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} else {
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pushMessage = await checkTask(roleId, taskType, 1, true, {});
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}
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}
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}
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else if (taskType == TASK_TYPE.FRIEND_NUM)
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{
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let { friendCnt } = role;
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pushMessage = await checkTask(roleId, taskType, friendCnt, false, {});
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}
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return pushMessage
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}
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export async function checkTaskWithHeroes(roleId: string, taskType: number, heroes: HeroType[]) {
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let pushMessage = new Array<{type: number, id: number, count: number, received: boolean}>();
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for(let hero of heroes) {
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let singlePush = await checkTaskWithHero(roleId, taskType, hero);
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pushMessage.concat(singlePush);
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}
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return pushMessage
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}
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export async function checkTaskWithHero(roleId: string, taskType: number, hero: HeroType, args?: number[]) {
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let pushMessage = new Array<{type: number, id: number, count: number, received: boolean}>();
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if(taskType == TASK_TYPE.HERO_STAR_UP)
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{
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let dicHero = gameData.hero.get(hero.hid);
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let starUp = hero.star - dicHero.initialStars;
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if(hero.colorStar > 1) starUp += hero.colorStar - 1;
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pushMessage = await checkTask(roleId, taskType, 1, true, { star: starUp })
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}
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else if(taskType == TASK_TYPE.HERO_QUALITY)
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{
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let dicHero = gameData.hero.get(hero.hid);
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pushMessage = await checkTask(roleId, taskType, 1, true, { quality: dicHero.quality });
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}
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else if (taskType == TASK_TYPE.HERO_QUALITY_STAR_UP)
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{
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let dicHero = gameData.hero.get(hero.hid);
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pushMessage = await checkTask(roleId, taskType, 1, true, { quality: dicHero.quality, star: hero.star });
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}
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else if (taskType == TASK_TYPE.HERO_LV)
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{
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pushMessage = await checkTask(roleId, taskType, 1, true, { lv: hero.lv });
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}
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else if (taskType == TASK_TYPE.HERO_TRAIN)
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{
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let dicHero = gameData.hero.get(hero.hid);
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let initGrage = gameData.job.get(dicHero.jobid).grade;
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let curGrade = gameData.job.get(hero.job).grade;
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let count = (curGrade - initGrage) * (ABI_STAGE.END - ABI_STAGE.START) + (hero.jobStage - ABI_STAGE.START); // 训练次数
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pushMessage = await checkTask(roleId, taskType, 1, true, { count });
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}
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else if (taskType == TASK_TYPE.HERO_QUALITY_UP)
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{
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let dicHero = gameData.hero.get(hero.hid);
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if(hero.quality - dicHero.quality == 1) { // 每个武将升品算一次
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pushMessage = await checkTask(roleId, taskType, 1, true, {});
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}
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}
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else if (taskType == TASK_TYPE.HERO_STAGE_UP)
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{
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let dicHero = gameData.hero.get(hero.hid);
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let initGrage = gameData.job.get(dicHero.jobid).grade;
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let curGrade = gameData.job.get(hero.job).grade;
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let count = curGrade - initGrage; // 进阶次数
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pushMessage = await checkTask(roleId, taskType, 1, true, { count });
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}
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else if (taskType == TASK_TYPE.HERO_FAVOUR_LV)
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{
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pushMessage = await checkTask(roleId, taskType, 1, true, { favourLv: hero.favourLv })
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}
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else if (taskType == TASK_TYPE.EQUIP_BY_HERO)
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{
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// arg[0] 1:穿上 -1:脱下
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let { ePlace } = hero;
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let count = ePlace.filter(cur => cur.equip).length;
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pushMessage = await checkTask(roleId, taskType, args[0], true, { count, isPutOn: args[0] });
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}
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else if (taskType == TASK_TYPE.EQUIP_STRENGTHEN)
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{
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// args: 依次为原先的装备的强化等级
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let { ePlace } = hero;
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let index = 0;
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for(let { lv } of ePlace) {
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let p = await checkTask(roleId, taskType, 1, true, { oldLv: args[index++], lv });
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pushMessage = pushMessage.concat(p);
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}
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}
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return pushMessage
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}
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export async function checkTaskWithEquip(roleId: string, taskType: number, equip: EquipType, args?: number[]) {
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let pushMessage = new Array<{type: number, id: number, count: number, received: boolean}>();
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if(taskType == TASK_TYPE.EQUIP_QUALITY)
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{
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// args[0] 1:装上 -1:脱下
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let dicGood = gameData.goods.get(equip.id);
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pushMessage = await checkTask(roleId, taskType, args[0], true, { quality: dicGood.quality })
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}
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else if (taskType == TASK_TYPE.EQUIP_JEWEL)
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{
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// args[0] 原来镶嵌了多少宝石
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let { holes } = equip;
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let jewelCount = holes.filter(cur => cur.jewel > 0).length;
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if(jewelCount > 0 && args[0] <= 0) { // 原来没有,镶嵌上了
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pushMessage = await checkTask(roleId, taskType, 1, true, {});
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} else if (jewelCount <= 0 && args[0] > 0) { // 原来镶嵌着,现在没了
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pushMessage = await checkTask(roleId, taskType, -1, true, {});
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}
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}
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else if (taskType == TASK_TYPE.EQUIP_COMPOSE_SUIT)
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{
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let dicGood = gameData.goods.get(equip.id);
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if(dicGood.suitId) {
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pushMessage = await checkTask(roleId, taskType, 1, true, {});
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}
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}
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else if (taskType == TASK_TYPE.EQUIP_SUIT)
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{
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let dicGood = gameData.goods.get(equip.id);
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if(dicGood.suitId) {
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let suit = gameData.suit.get(dicGood.suitId);
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let equips = await EquipModel.getEquipsByIds(roleId, suit.tireInfo);
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let everyEquip = new Map<number, number>();
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for(let equip of equips) {
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if(everyEquip.has(equip.id)) {
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everyEquip.set(equip.id, everyEquip.get(equip.id) + 1);
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} else {
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everyEquip.set(equip.id, 1);
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}
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}
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let minCount = 0, curCount = 0;
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for(let id of suit.tireInfo) {
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let count = everyEquip.get(id)||0;
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if(minCount > count) minCount = count;
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if(id == equip.id) curCount = count;
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}
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if(curCount == minCount) {
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pushMessage = await checkTask(roleId, taskType, 1, true, {});
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}
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}
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}
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else if (taskType == TASK_TYPE.EQUIP_JEWEL_SUM)
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{
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// args[0] 原来镶嵌了多少宝石
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let { holes } = equip;
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let jewelCount = holes.filter(cur => cur.jewel > 0).length;
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pushMessage = await checkTask(roleId, taskType, jewelCount - args[0], true, {});
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}
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return pushMessage
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}
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export async function checkTaskWithArgs(roleId: string, taskType: number, args: number[]) {
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let pushMessage = new Array<{type: number, id: number, count: number, received: boolean}>();
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if(taskType == TASK_TYPE.ROLE_SCHOOL_PUT_HERO)
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{
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let [ hid, preHid ] = args;
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if(hid > 0 && preHid <= 0) { // 放置
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pushMessage = await checkTask(roleId, taskType, 1, true, {});
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} else if (hid <= 0 && preHid > 0) { // 卸下
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pushMessage = await checkTask(roleId, taskType, -1, true, {});
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}
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}
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else if (taskType == TASK_TYPE.EQUIP_JEWEL_STAGE)
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{
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// args 装上的, 卸下的
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let [putOnJewel, putOffJewel] = args;
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if(putOnJewel > 0) {
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let dicGood = gameData.goods.get(putOnJewel);
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let push = await checkTask(roleId, taskType, 1, true, { stage: dicGood.lvLimited });
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pushMessage.concat(push);
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}
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if(putOffJewel > 0) {
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let dicGood = gameData.goods.get(putOffJewel);
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let push = await checkTask(roleId, taskType, -1, true, { stage: dicGood.lvLimited });
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pushMessage.concat(push);
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}
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}
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else if (taskType == TASK_TYPE.CHAT)
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{
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// args[0] 聊天type 1-系统 2-世界 3-军团 4-组队 5-私聊
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pushMessage = await checkTask(roleId, taskType, 1, true, { chatType: args[0] })
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}
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return pushMessage
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}
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// 根据taskType判断有哪些任务需要check的
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export async function checkTask(roleId: string, taskType: number, count: number, isInc: boolean, param: TaskParam) {
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let tasks = gameData.taskType.get(taskType);
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let pushMessage = new Array<{type: number, id: number, count: number, received: boolean}>();
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let groups = new Map<number, { task0: DicTask, tasks: DicTask[] }>();
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for(let dicTask of tasks) {
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if(!groups.has(dicTask.group)) {
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groups.set(dicTask.group, { task0: dicTask, tasks: new Array<DicTask>() });
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}
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groups.get(dicTask.group).tasks.push(dicTask);
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}
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for(let [ group, { task0, tasks } ] of groups) {
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let rec = await checkTaskRec(roleId, group, task0, count, isInc, param);
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if(rec) {
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for(let dicTask of tasks) {
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if(checkRecResult(rec, dicTask.condition)) {
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pushMessage.push({ type: dicTask.type, id: dicTask.id, count: rec.count, received: rec.received });
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}
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}
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}
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}
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return pushMessage;
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}
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// 检查各项任务是否达成,达成了就保存到数据库
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export async function checkTaskRec(roleId: string, group: number, dicTask: DicTask, count: number, isInc: boolean, param: TaskParam ) {
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let { type, taskParam, taskType } = dicTask;
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let isMatch = false; // 条件是否满足
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switch(taskType) {
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case TASK_TYPE.LOGIN_SUM:
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case TASK_TYPE.LOGIN_SERIES:
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case TASK_TYPE.ROLE_LV:
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case TASK_TYPE.GASHA:
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case TASK_TYPE.HERO_NUM:
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case TASK_TYPE.HERO_QUALITY_UP:
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case TASK_TYPE.HERO_WAKE_UP:
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case TASK_TYPE.HERO_TRAIN_SUM:
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case TASK_TYPE.HERO_STAGE_UP:
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case TASK_TYPE.ROLE_SCHOOL_UNLOCK:
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case TASK_TYPE.ROLE_SCHOOL_PUT_HERO:
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case TASK_TYPE.ROLE_TITLE:
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case TASK_TYPE.ROLE_TERAPH_STRENGTHEN:
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case TASK_TYPE.ROLE_SCROLL_ACTIVE:
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case TASK_TYPE.EQUIP_SUM:
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case TASK_TYPE.EQUIP_JEWEL:
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case TASK_TYPE.EQUIP_COMPOSE_SUIT:
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case TASK_TYPE.EQUIP_SUIT:
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case TASK_TYPE.EQUIP_RESTRENGTHEN:
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case TASK_TYPE.EQUIP_REFINE:
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case TASK_TYPE.EQUIP_JEWEL_SUM:
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case TASK_TYPE.FRIEND_NUM:
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case TASK_TYPE.FRIEND_SEND_HEART:
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isMatch = true;
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break;
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case TASK_TYPE.HERO_STAR_UP:
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isMatch = taskParam[1] == param.star;
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break;
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case TASK_TYPE.HERO_QUALITY:
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case TASK_TYPE.EQUIP_QUALITY:
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isMatch = taskParam[1] == param.quality;
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break;
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case TASK_TYPE.HERO_QUALITY_STAR_UP:
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isMatch = taskParam[1] == param.quality && taskParam[2] == param.star;
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break;
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case TASK_TYPE.HERO_LV:
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isMatch = taskParam[1] == param.lv;
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break;
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case TASK_TYPE.HERO_TRAIN:
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isMatch = taskParam[1] == param.count;
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break;
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case TASK_TYPE.HERO_FAVOUR_LV:
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isMatch = taskParam[1] == param.favourLv;
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break;
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case TASK_TYPE.HERO_CONNECT:
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isMatch = taskParam[1] == param.connectLv;
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break;
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case TASK_TYPE.EQUIP_BY_HERO:
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if(param.isPutOn && param.count == taskParam[1]) { // 装上之后达到 +1
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isMatch = true;
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} else if (!param.isPutOn && param.count < taskParam[1]) { // 脱下后不能达到 -1
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isMatch = true;
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}
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break;
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case TASK_TYPE.EQUIP_STRENGTHEN:
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isMatch = param.oldLv < taskParam[1] && param.lv >= taskParam[1];
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break;
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case TASK_TYPE.EQUIP_JEWEL_STAGE:
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isMatch = param.stage == taskParam[1];
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break;
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case TASK_TYPE.CHAT:
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isMatch = param.chatType == 0 || param.chatType == taskParam[0];
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break;
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}
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console.log('****isMatch', isMatch, type, taskType, group, count)
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if(isMatch) {
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if(isInc) {
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let rec = await UserTaskRecModel.incTaskRec(roleId, type, taskType, group, count);
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return rec;
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} else {
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let rec = await UserTaskRecModel.setTaskRec(roleId, type, taskType, group, count);
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return rec;
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}
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}
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}
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function checkRecResult(rec: UserTaskRecType, condition: number) {
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if(!rec) return false;
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if(rec.received) return false;
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if(rec.count >= condition) {
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return rec
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} else {
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return false
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}
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}
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