演武台:添加重置接口
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@@ -71,7 +71,7 @@ export class CityActivityHandler {
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let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp);
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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.WRONG_PARMS);
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let myGuildActivityRec = await UserGuildActivityRecModel.findByRoleId(roleId, guildActivityRec.code);
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let challengeTime = 0;
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@@ -139,8 +139,8 @@ export class CityActivityHandler {
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}
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// 开始挑战
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async checkBattle(msg: guildInter & { cityId: number, costGold: boolean, heroes: number[] }, session: BackendSession) {
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let { cityId, costGold, heroes, myUserGuild: userGuild } = msg;
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async checkBattle(msg: guildInter & { cityId: number, heroes: number[] }, session: BackendSession) {
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let { cityId, heroes, myUserGuild: userGuild } = msg;
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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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@@ -163,26 +163,18 @@ export class CityActivityHandler {
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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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// 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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if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
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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.WRONG_PARMS);
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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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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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return resResult(STATUS.CHALLENGE_TIME_NOT_REACH);
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}
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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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myGuildActivityRec = await UserGuildActivityRecModel.incChallengeCnt(myGuildActivityRec.code, heroes);
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let { code } = myGuildActivityRec;
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@@ -212,6 +204,36 @@ export class CityActivityHandler {
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});
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}
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async resetChallengeTime(msg: {}, session: BackendSession) {
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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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let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid);
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if (!guildActivityRec) return resResult(STATUS.WRONG_PARMS);
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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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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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myGuildActivityRec = await UserGuildActivityRecModel.updateInfo(myGuildActivityRec.code, { challengeTime: 0 });
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return resResult(STATUS.SUCCESS, {
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challengeTime: myGuildActivityRec.challengeTime
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});
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}
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// 上报城门受到伤害
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async hitGate(msg: { cityId: number, code: string, damage: number, hid: number, round: number }, session: BackendSession) {
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const roleId = session.get('roleId');
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@@ -230,8 +252,7 @@ export class CityActivityHandler {
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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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// 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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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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@@ -254,6 +275,7 @@ export class CityActivityHandler {
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// 推送 城门血量
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let chatSid = await getCityChannelSid(cityId);
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pinus.app.rpc.chat.guildRemote.pushCityGateHp.toServer(chatSid, cityId, gateHp);
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await pinus.app.rpc.guild.guildActivityRemote.sendRankToGuilds.broadcast(this.aid);
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return resResult(STATUS.SUCCESS, {
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code,
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@@ -290,7 +312,7 @@ export class CityActivityHandler {
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challengeTime = Math.floor(currentTime/1000) + GUILDACTIVITY.CITYACTIVITY_CHALLENGE_CD;
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}
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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.WRONG_PARMS);
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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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