feat(gvg): 激战期挑战相关接口整理

This commit is contained in:
luying
2023-02-14 20:31:43 +08:00
parent c0cc85ae0a
commit a838aba8e5
12 changed files with 316 additions and 129 deletions

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@@ -35,6 +35,7 @@ import { checkAndSetApiIsClose } from './app/services/chatService';
import { initGuildActivityIndexInPinus, resetJoinWoodenHorse } from './app/services/guildActivity/guildActivityService';
import { setGVGConfig, setGVGServerGroup } from './app/services/gvg/gvgService';
import { isDevelopEnv } from './app/services/utilService';
import { initTeamToMem } from './app/services/gvg/gvgBattleMemory';
const filePath = (_pinus as any).FILEPATH;
filePath.MASTER = '/config/master';
@@ -204,9 +205,9 @@ async function treatStartLogic(app: _pinus.Application) {
}
if(app.getServerType() == 'guild'|| app.getServerType() == 'chat'|| app.getServerType() == 'connector') {
setGVGServerGroup();
if(app.getServerType() == 'guild') {
setGVGConfig();
}
}
if(app.getServerType() == 'guild') {
setGVGConfig().then(initTeamToMem);
}
if(app.isMaster()) {

View File

@@ -1,16 +1,14 @@
import { GVGCityType } from './../../../db/GVGCity';
import { GVGRecModel } from '../../../db/GVGRec';
import { GVGAreaInMap, GVGTeamInList, GVGTeamInListOnPoint, GVGTeamSpineInMap, LeagueGood } from '../../../domain/gvgField/returnData';
import { GVGTeamModel, GVGTeamType } from '../../../db/GVGTeam';
import { GVGAreaInMap, GVGTeamInList, GVGTeamInListOnPoint, GVGTeamSpineInMap, LeagueGood, MyTeamInfo } from '../../../domain/gvgField/returnData';
import { GVGTeamModel, GVGTeamType, GVGTeamUpdate } from '../../../db/GVGTeam';
import { GVGUserDataModel } from '../../../db/GVGUserData';
import { GVGCityModel } from '../../../db/GVGCity';
import { Application, BackendSession, ChannelService, HandlerService } from "pinus";
import { DEBUG_MAGIC_WORD, GVG_PERIOD, STATUS } from "../../../consts";
import { LineupHero } from "../../../domain/roleField/hero";
import { resResult, genCode } from "../../../pubUtils/util";
import { GVGLeagueModel } from '../../../db/GVGLeague';
import { checkGVGPeriod, getGroupIdOfServer, getGVGConfig, getGVGPeriodData, getGVGServerType } from '../../../services/gvg/gvgService';
import { checkAreaIsInCity, checkMoveStatus, getBirthAreaOfCity, initRobots } from '../../../services/gvg/gvgBattleService';
import { calBattleScoreByCe, calLeagueScore, checkAreaIsInCity, checkMoveStatus, getBirthAreaOfCity, initRobots, teamBreak } from '../../../services/gvg/gvgBattleService';
import { getGVGBattleData } from '../../../services/gvg/gvgBattleMemory';
import { nowSeconds } from '../../../pubUtils/timeUtil';
import { GVGBattleRecModel } from '../../../db/GVGBattleRec';
@@ -19,6 +17,9 @@ import { gameData } from '../../../pubUtils/data';
import { getAllServerName } from '../../../services/redisService';
import { checkBattleHeroesByHid } from '../../../services/normalBattleService';
import { pick } from 'underscore';
import { SaveTeamParam, SaveTeamUpdateParam } from '../../../domain/gvgField/gvgDb';
import { GVG_PERIOD, PUSH_ROUTE, STATUS } from '../../../consts';
import { sendMessageToUserWithSuc } from '../../../services/pushService';
export default function (app: Application) {
new HandlerService(app, {});
@@ -34,7 +35,10 @@ export class GVGBattleHandler {
// 获取我的编队信息
async getTeams(msg: {}, session: BackendSession) {
const roleId = session.get('roleId');
const teams = await GVGTeamModel.findByRole(roleId, '-_id teamCode index head frame spine lineup')
return resResult(STATUS.SUCCESS, { teams });
}
// 保存队伍
@@ -43,23 +47,35 @@ export class GVGBattleHandler {
// frame: 相框
// spine: 形象
// lineup: 阵容
async saveTeam(msg: { index: number, head: number, frame: number, spine: number, lineup: [ LineupHero ] }, session: BackendSession) {
// if(checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
async saveTeam(msg: SaveTeamParam, session: BackendSession) {
const roleId = session.get('roleId');
const serverId = session.get('serverId');
const roleName = session.get('roleName');
const guildCode = session.get('guildCode');
const { index, head, spine, frame, lineup } = msg;
let { configId, period } = getGVGPeriodData();
// if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); // TODO 测试临时注
let groupId = await getGroupIdOfServer(serverId);
let serverType = await getGVGServerType(serverId);
let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
const { index, head, frame, spine, lineup } = msg;
let { leagueCode, name: leagueName } = myLeague;
let durability = gameData.gvgTeamDurability.get(index)||0;
let { isOK, heroes } = await checkBattleHeroesByHid(roleId, lineup.map(cur => cur.actorId));
if(!isOK) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
let lineupCe = heroes.reduce((pre, cur) => pre + cur.ce, 0);
const team = await GVGTeamModel.saveTeam(roleId, roleName, serverId, myLeague.leagueCode, myLeague.name, index, head, frame, spine, durability, lineup, lineupCe);
let updateParam: SaveTeamUpdateParam = { index, head, spine, frame, configId, groupId, serverType }
if(lineup) {
let { isOK, heroes } = await checkBattleHeroesByHid(roleId, lineup.map(cur => cur.actorId));
if(!isOK) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
let lineupCe = heroes.reduce((pre, cur) => pre + cur.ce, 0);
updateParam.lineup = lineup;
updateParam.lineupCe = lineupCe;
}
const team = await GVGTeamModel.saveTeam(roleId, index, updateParam, { roleName, serverId, leagueCode, leagueName, durability, maxDurability: durability });
if (!team) {
return resResult(STATUS.GVG_SAVE_TEAM_FAILED);
}
@@ -87,6 +103,7 @@ export class GVGBattleHandler {
return resResult(STATUS.SUCCESS, {
cityId,
guardLeague: { leagueCode, name, icon },
guardStartTime: startFightTime - 3 * 60,// TODO 进系统参数表
startTime: startFightTime,
endTime: endFightTime,
ourTeamCnt,
@@ -96,29 +113,31 @@ export class GVGBattleHandler {
// 进入城池之前的检查
async checkMyTeam(msg: { cityId: number }, session: BackendSession) {
if(!checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
const roleId = session.get('roleId');
const { cityId } = msg;
const resData = {};
const teams = await GVGTeamModel.findByRole(roleId);
let hasSettled = false, otherCityId = 0;
const teams = await GVGTeamModel.findByRole(roleId, 'cityId');
// 玩家队伍信息中城池id不一致说明玩家已经进入了其他城池
if (teams && teams.length > 0 && teams[0].cityId && teams[0].cityId !== cityId) {
resData['hasSettled'] = true;
resData['cityId'] = teams[0].cityId;
for(let { cityId: teamCityId } of teams) {
if(teamCityId > 0 && teamCityId != cityId) {
hasSettled = true; otherCityId = teamCityId; break;
}
}
return resResult(STATUS.SUCCESS, resData);
return resResult(STATUS.SUCCESS, { hasSettled, cityId: otherCityId });
}
// 进入城池
async enterCity(msg: { cityId: number }, session: BackendSession) {
if(!checkGVGPeriod(GVG_PERIOD.BATTLE)) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
const { cityId } = msg;
let { configId } = getGVGPeriodData();
let { configId, period } = getGVGPeriodData();
// if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD); // TODO 测试临时注
let groupId = await getGroupIdOfServer(serverId);
let serverType = await getGVGServerType(serverId);
@@ -126,45 +145,48 @@ export class GVGBattleHandler {
let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
await initRobots(groupId, serverType, cityId);
// 初始化本城池的守擂机器人
await initRobots(configId, groupId, serverType, cityId);
let city: GVGCityType = await GVGCityModel.findByCityId(configId, groupId, serverType, cityId);
let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId);
if (!gvgUserData) {
return resResult(STATUS.GVG_USER_NOT_FOUND);
let teams = await GVGTeamModel.findByRole(roleId, '-_id');
// 每赛季初自己的几支队伍恢复耐久、城市、顺便更新一下自己的玩家名、联军
let updateArr: GVGTeamUpdate[] = [], originCityId = 0;
for(let team of teams) {
if(team.configId != configId) {
let { teamCode, maxDurability } = team;
updateArr.push({ teamCode, durability: maxDurability, cityId: 0, areaId: 0, pointId: 0, roleName, guildCode, leagueCode: myLeague.leagueCode, leagueName: myLeague.name, groupId, serverType });
}
if(team.cityId) originCityId = team.cityId;
}
if(updateArr.length > 0) teams = await GVGTeamModel.refreshByConfig(roleId, updateArr);
let teamObj = getGVGBattleData(groupId, serverType);
let teams: GVGTeamType[] = [];
// 检测是否已经在城池中,玩家不在这个城池中时进行处理
if (!await GVGTeamModel.checkCity(roleId, cityId, groupId, serverType)) {
if(gvgUserData.cityId > 0) { // 如果leaveCity没有退出成功玩家还遗留在上一座城中做一下处理
if (originCityId != cityId) {
let gvgUserData = await GVGUserDataModel.findByRole(configId, myLeague.leagueCode, roleId);
if(gvgUserData?.cityId > 0) { // 如果leaveCity没有退出成功玩家还遗留在上一座城中做一下处理
await GVGCityModel.decreasePlayer(configId, groupId, serverType, gvgUserData.cityId, roleId);
}
const roleTeamCnt = await GVGTeamModel.getTeamCntByRole(roleId);
city = await GVGCityModel.increasePlayer(configId, groupId, serverType, cityId, roleId, myLeague.leagueCode, roleTeamCnt);
let city = await GVGCityModel.increasePlayer(configId, groupId, serverType, cityId, roleId, myLeague.leagueCode, roleTeamCnt);
if(!city) return resResult(STATUS.GVG_BATTLE_CITY_FULL);
gvgUserData = await GVGUserDataModel.changeCity(configId, myLeague.leagueCode, roleId, cityId);
// 更新内存队伍信息
let areaId = getBirthAreaOfCity(city, myLeague.leagueCode);
await GVGTeamModel.enterCity(roleId, cityId, areaId, groupId, serverType);
teams = await GVGTeamModel.findByRole(roleId);
teams = await GVGTeamModel.findByRole(roleId, '-_id');
// 更新内存队伍信息
let teamObj = getGVGBattleData(groupId, serverType);
teamObj.enterCity(teams);
}
if (!teams || teams.length === 0) {
teams = await GVGTeamModel.findByRole(roleId);
}
const recs = await GVGRecModel.findByCity(cityId, configId);
const teamResult = teams.map(team => new MyTeamInfo(team));
return resResult(STATUS.SUCCESS, {
cityId,
ranks: [], // ! redis 中积分排行榜
recs,
teams,
teams: teamResult,
});
}
@@ -176,7 +198,7 @@ export class GVGBattleHandler {
const serverId = session.get('serverId');
const { cityId } = msg;
let { configId, period } = getGVGPeriodData();
if (period != GVG_PERIOD.BATTLE) return resResult(STATUS.GVG_NOT_BATTLE_PERIOD);
let groupId = await getGroupIdOfServer(serverId);
let serverType = await getGVGServerType(serverId);
@@ -245,8 +267,10 @@ export class GVGBattleHandler {
let teams = await GVGTeamModel.findByAreaId(groupId, serverType, cityId, myTeam.areaId);
let points: GVGTeamInListOnPoint[] = [], players: GVGTeamInList[] = [];
let pointIds = gameData.gvgPointByAreaId.get(myTeam.areaId)||[];
console.log('#### teams', teams, teams.length);
for(let pointId of pointIds) {
let team = teams.find(cur => cur.pointId == pointId);
console.log('#### point', pointId, team);
let obj = new GVGTeamInListOnPoint(pointId, !!team, team);
points.push(obj);
}
@@ -337,12 +361,14 @@ export class GVGBattleHandler {
let { attackTeam, defenseTeam } = await GVGTeamModel.findBattleTeams(teamCode, oppoTeamCode);
if(!attackTeam || !defenseTeam) return resResult(STATUS.GVG_BATTLE_TEAM_INVALID);
if(attackTeam.attackTime > nowSeconds()) return resResult(STATUS.GVG_TEAM_ATTACKING);
if(defenseTeam.defenseTime > nowSeconds()) return resResult(STATUS.GVG_TEAM_DEFENSEING);
if(defenseTeam.defenseTime > nowSeconds() || defenseTeam.lockTime > nowSeconds()) return resResult(STATUS.GVG_TEAM_DEFENSEING);
if(attackTeam.durability <= 0) return resResult(STATUS.GVG_ATTACK_TEAM_BROKEN);
if(defenseTeam.durability <= 0) return resResult(STATUS.GVG_DEFENSE_TEAM_BROKEN);
const battleRecord = await GVGBattleRecModel.createRec(attackTeam, defenseTeam);
attackTeam = await GVGTeamModel.lockAttack(teamCode, groupId, serverType);
defenseTeam = await GVGTeamModel.lockDefense(oppoTeamCode, groupId, serverType);
attackTeam = await GVGTeamModel.battleStartLockAttack(teamCode);
defenseTeam = await GVGTeamModel.battleStartLockDefense(oppoTeamCode, teamCode);
// 内存处理
let teamObj = getGVGBattleData(groupId, serverType);
teamObj.setTime(teamCode, attackTeam);
@@ -353,23 +379,37 @@ export class GVGBattleHandler {
// 队伍停止攻击
async battleEnd(msg: { cityId: number, battleCode: string, isSuccess: boolean }, session: BackendSession) {
const { battleCode, isSuccess } = msg;
const serverId = session.get('serverId');
const { cityId, battleCode, isSuccess } = msg;
let { configId, period } = getGVGPeriodData();
const record = await GVGBattleRecModel.findByBattleCode(battleCode);
if(!record) return resResult(STATUS.GVG_BATTLEREC_NOT_FOUND);
const myTeam = await GVGTeamModel.findByTeamCode(record.attackTeam.roleId, record.attackTeam.teamCode);
const leagueGoods: LeagueGood[] = null;
// ! 计算并更新两支队伍耐久
const curTeam = await GVGTeamModel.findOneAndUpdate({ teamCode: myTeam.teamCode }, {}).lean();
let { attackTeam, defenseTeam } = await GVGTeamModel.findBattleTeams(record.attackTeam.teamCode, record.defenseTeam.teamCode);
if(defenseTeam.attackTeam != attackTeam.teamCode) return resResult(STATUS.GVG_LOCK_TIME_OUT)
let groupId = await getGroupIdOfServer(serverId);
let serverType = await getGVGServerType(serverId);
let city = await GVGCityModel.findByCityId(configId, groupId, serverType, cityId);
if (!city) return resResult(STATUS.GVG_CITY_NOT_FOUND);
// 计算并更新两支队伍耐久
let { win, fail } = gameData.gvgBattleDurabilityMinus;
attackTeam = await GVGTeamModel.battleEndAttack(attackTeam.teamCode, isSuccess? -win: -fail, calBattleScoreByCe(isSuccess, attackTeam.lineupCe), calLeagueScore(defenseTeam));
defenseTeam = await GVGTeamModel.battleEndDefense(defenseTeam.teamCode, isSuccess? -fail: -win, calBattleScoreByCe(isSuccess, defenseTeam.lineupCe));
if(attackTeam.durability <= 0) attackTeam = await teamBreak(city, attackTeam);
if(defenseTeam.durability <= 0) defenseTeam = await teamBreak(city, defenseTeam);
// ! 推送战斗结果给对手队伍
// const channel = this.channelService.getChannel(teamCode, false);
// if (!!channel) {
// channel.pushMessage('onBattleResult', { isSuccess });
// }
// ! 结算奖励
if (isSuccess) {
// ! 更新 leagueGoods
if(!defenseTeam.isRobot) {
sendMessageToUserWithSuc(defenseTeam.roleId, PUSH_ROUTE.GVG_TEAM_ATTACKED, { cityId, areaId: defenseTeam.areaId, teams: [defenseTeam] });
}
return resResult(STATUS.SUCCESS, { curTeam, leagueGoods });
return resResult(STATUS.SUCCESS, { curTeam: new MyTeamInfo(attackTeam) });
}
// 使用道具

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@@ -1,7 +1,11 @@
// 存在激战期的内存数据
import { GVGTeamType } from "../../db/GVGTeam";
import { pinus } from "pinus";
import { GVG_PERIOD } from "../../consts";
import { GVGTeamModel, GVGTeamType } from "../../db/GVGTeam";
import { GVGTeamMem } from "../../domain/battleField/gvgBattle";
import { dispatch } from "../../pubUtils/dispatcher";
import { getGVGPeriodData } from "./gvgService";
// 积分点占领情况groupId_serverType_cityId -> GVGBattleData
const gvgBattleMap: Map<string, GVGBattleData> = new Map();
@@ -44,7 +48,6 @@ class GVGBattleData {
for(let team of teams) {
let fromAreaId = this.teams.get(team.teamCode)?.areaId||0;
console.log('#### team', team.teamCode)
if(!this.teams.has(team.teamCode)) {
this.teams.set(team.teamCode, new GVGTeamMem(team))
}
@@ -107,4 +110,18 @@ export function getGVGBattleData(groupId: number, serverType: number) {
gvgBattleMap.set(key, new GVGBattleData(groupId, serverType));
}
return gvgBattleMap.get(key);
}
export async function initTeamToMem() {
let sid = pinus.app.getServerId();
let servers = pinus.app.getServersByType('guild');
let { configId, period } = getGVGPeriodData();
if(period != GVG_PERIOD.BATTLE) return;
let teams = await GVGTeamModel.findByConfigId(configId);
for(let team of teams) {
if(dispatch(team.cityId.toString(), servers)?.id == sid) {
let teamObj = getGVGBattleData(team.groupId, team.serverType);
teamObj.enterCity([team]);
}
}
}

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@@ -1,6 +1,6 @@
import { GVGTeamMem } from "../../domain/battleField/gvgBattle";
import { GVGLeagueType } from "../../db/GVGLeague";
import { GVGTeamModel, GVGTeamType } from "../../db/GVGTeam";
import { GVGTeamModel, GVGTeamType, GVGTeamUpdate } from "../../db/GVGTeam";
import { GVGCityModel, GVGCityType } from "../../db/GVGCity";
import { gameData } from "../../pubUtils/data";
import { STATUS } from "../../consts";
@@ -8,6 +8,8 @@ import { nowSeconds } from "../../pubUtils/timeUtil";
import { DicGVGAreaPoint } from "../../pubUtils/dictionary/DicGVGAreaPoint";
import { getGVGBattleData } from "./gvgBattleMemory";
import { GVGCityMapInfo } from "../../domain/gvgField/returnData";
import { pick } from "underscore";
import { GVG } from "../../pubUtils/dicParam";
/**
@@ -71,17 +73,24 @@ export function checkMoveStatus(team: GVGTeamType, cityId: number, areaId: numbe
return STATUS.SUCCESS;
}
export async function initRobots(groupId: number, serverType: number, cityId: number) {
let teamObj = getGVGBattleData(groupId, serverType);
if(!teamObj.checkHasRobot(cityId)) {
let dicPoints: DicGVGAreaPoint[] = [];
let { areaIds = []} = gameData.gvgCity.get(cityId);
for(let [_, point] of gameData.gvgAreaPoint) {
if(areaIds.indexOf(point.areaId) != -1) dicPoints.push(point);
export async function initRobots(confidId: number, groupId: number, serverType: number, cityId: number) {
let robotTeams = await GVGTeamModel.findRobotTeams(groupId, serverType, cityId);
let updateDicPoints: DicGVGAreaPoint[] = [];
let { areaIds = []} = gameData.gvgCity.get(cityId);
for(let [_, point] of gameData.gvgAreaPoint) {
if(areaIds.indexOf(point.areaId) == -1) continue;
let robotTeam = robotTeams.find(team => team.pointId == point.pointId);
if(!robotTeam || (!robotTeam.isBroken && robotTeam.configId != confidId) ) {
updateDicPoints.push(point);
}
let teams = await GVGTeamModel.initRobots(groupId, serverType, cityId, dicPoints);
teamObj.enterCity(teams);
}
if(updateDicPoints.length > 0) {
robotTeams = await GVGTeamModel.initRobots(confidId, groupId, serverType, cityId, updateDicPoints);
// 存入内存
let teamObj = getGVGBattleData(groupId, serverType);
teamObj.enterCity(robotTeams);
}
return robotTeams;
}
export function checkAreaIsInCity(cityId: number, areaIds: number[]) {
@@ -91,4 +100,22 @@ export function checkAreaIsInCity(cityId: number, areaIds: number[]) {
if(dicCity.areaIds.indexOf(areaId) == -1) return false;
}
return true;
}
export function calBattleScoreByCe(isSuccess: boolean, lineupCe: number) {
let winScore = Math.floor(lineupCe/GVG.GVG_BATTLE_SCORE);
if(winScore <= 0) winScore = 1;
return isSuccess? winScore: 0;
}
// 计算打投石车/守卫的得分
export function calLeagueScore(team: GVGTeamType) {
return 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;
}

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@@ -180,4 +180,5 @@ export const PUSH_ROUTE = {
LEAGUE_ABDICATE: 'onLeagueAbdicate', // 当被转让盟主
LEAGUE_ITEM_UPDATE: 'onLeagueItemUpdate',
GVG_TASK_UPDATE: 'onGVGTaskUpdate', // GVG任务更新
GVG_TEAM_ATTACKED: 'onTeamAttacked', // 当队伍受到攻击
}

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@@ -369,6 +369,9 @@ export const STATUS = {
GVG_BATTLEREC_NOT_FOUND: { code: 21407, simStr: '未找到该记录' },
GVG_AREA_NOT_IN_CITY: { code: 21408, simStr: '选择区域不在这座城池中' },
GVG_TEAM_NOT_FOUND: { code: 21409, simStr: '未找到这个队伍' },
GVG_LOCK_TIME_OUT: { code: 21410, simStr: '挑战超时' },
GVG_ATTACK_TEAM_BROKEN: { code: 21411, simStr: '挑战队伍已被击破' },
GVG_DEFENSE_TEAM_BROKEN: { code: 21411, simStr: '对方队伍已被击破' },
// 通用 30000 - 30099
DIC_DATA_NOT_FOUND: { code: 30000, simStr: '数据表未找到' },

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@@ -13,7 +13,7 @@ class TeamInfo {
teamCode: string; // 玩家队伍唯一标识
@prop({ required: true })
teamId: number; // 队伍id1-3玩家的第几个队伍
index: number; // 队伍id1-3玩家的第几个队伍
@prop({ required: true })
leagueCode: string; // 联军
@@ -62,7 +62,7 @@ export default class GVGBattleRec extends BaseModel {
public static async createRec(attackTeam: GVGTeamType, defenseTeam: GVGTeamType) {
const battleCode = genCode(8);
const result: GVGBattleRecType = await GVGBattleRecModel.findOneAndUpdate({ battleCode }, { $set: { attackTeam, defenseTeam, isSuccess: false } }).lean();
const result: GVGBattleRecType = await GVGBattleRecModel.findOneAndUpdate({ battleCode }, { $set: { attackTeam, defenseTeam, isSuccess: false } }, { new: true, upsert: true }).lean();
return result;
}

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@@ -6,12 +6,16 @@ import { LineupHero } from './../domain/roleField/hero';
import { nowSeconds } from "../pubUtils/timeUtil";
import { GVG } from "../pubUtils/dicParam";
import { DicGVGAreaPoint } from "../pubUtils/dictionary/DicGVGAreaPoint";
import { InitTeamParam, SaveTeamUpdateParam } from "../domain/gvgField/gvgDb";
@index({ roleId: 1, teamId: 1 })
@index({ roleId: 1, index: 1 })
@index({ teamCode: 1 })
@index({ cityId: 1, leagueId: 1 })
export default class GVGTeam extends BaseModel {
@prop({ required: true })
configId: number; // 赛季每赛季在enterCity的时候检测如果不一样就更新durability那些东西
@prop({ required: true })
roleId: string; // 玩家id
@@ -25,7 +29,7 @@ export default class GVGTeam extends BaseModel {
teamCode: string; // 玩家队伍唯一标识
@prop({ required: true })
teamId: number; // 队伍id1-3玩家的第几个队伍
index: number; // 队伍id1-3玩家的第几个队伍
@prop({ required: true })
leagueCode: string; // 联军
@@ -66,6 +70,12 @@ export default class GVGTeam extends BaseModel {
@prop({ required: true, default: 0 })
attackTime: number; // 进攻冷却时间
@prop({ required: true, default: 0 })
lockTime: number; // 正在被进攻中
@prop({ required: true, default: 0 })
attackTeam: string; // 正在被这支队伍进攻中
@prop({ required: true, default: 0 })
fromAreaId: number; // 从那个区域移动
@@ -79,7 +89,10 @@ export default class GVGTeam extends BaseModel {
defenseTime: number; // 防守保护时间
@prop({ required: true, default: 0 })
point: number; // 积分
playerScore: number; // 积分
@prop({ required: true, default: 0 })
leagueScore: number; // 积分
@prop({ required: true, type: () => LineupHero, _id: false })
lineup: LineupHero[];
@@ -96,57 +109,34 @@ export default class GVGTeam extends BaseModel {
@prop({ required: true, default: false })
isRobot: boolean; // 是否是机器人
@prop({ required: true, default: false })
isCatapult: boolean; // 是否是投石车
@prop({ required: true, default: false })
isBroken: boolean; // 机器人是否被击破,如果没有被击破,那么这个位置上就还是机器人,如果被击破了,这个位置就空出给玩家
// 创建队伍
public static async createTeam(roleId: string, roleName: string, serverId: number, leagueCode: string, leagueName: string, teamId: number, head: number, spine: number, frame: number, durability: number, lineup: [LineupHero], lineupCe: number) {
public static async saveTeam(roleId: string, index: number, updateParam: SaveTeamUpdateParam, initParam: InitTeamParam) {
const doc = new GVGTeamModel();
const teamCode = genCode(8);
const update = Object.assign(doc.toJSON(), { roleId, roleName, serverId, leagueCode, leagueName, teamId, teamCode, head, spine, frame, lineup, durability, maxDurability: durability, lineupCe });
const team: GVGTeamType | null = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $setOnInsert: update }, { upsert: true, new: true }).lean();
const insert = Object.assign(doc.toJSON(), { ...initParam, teamCode });
delete insert.lineup;
const team: GVGTeamType | null = await GVGTeamModel.findOneAndUpdate({ roleId, index }, { $setOnInsert: insert, $set: updateParam }, { upsert: true, new: true }).lean();
return team;
}
// 保存队伍
public static async saveTeam(roleId: string, roleName: string, serverId: number, leagueCode: string, leagueName: string, teamId: number, head: number, spine: number, frame: number, durability: number, lineup: [LineupHero], lineupCe: number) {
let team: GVGTeamType = await GVGTeamModel.findOne({ roleId, teamId }).lean();
if (!team) {
team = await this.createTeam(roleId, roleName, serverId, leagueCode, leagueName, teamId, head, spine, frame, durability, lineup, lineupCe);
return team;
}
const update = { head, spine, frame };
if (lineup && lineup.length > 0) {
update['lineup'] = lineup;
}
team = await GVGTeamModel.findOneAndUpdate({ roleId, teamId }, { update }, { new: true }).lean();
return team;
}
// 查找角色队伍数
public static async getTeamCntByRole(roleId: string) {
const teams: GVGTeamType[] = await GVGTeamModel.find({ roleId }).select('teamCode').lean();
return teams.length;
}
// 通过城池ID获取队伍数
public static async getTeamCntByCity(cityId: number, leagueCode?: string) {
const query = { cityId };
if (leagueCode) {
query['leagueCode'] = leagueCode;
}
const teams: GVGTeamType[] = await GVGTeamModel.find(query).select('').lean();
return teams.length;
}
public static async checkCity(roleId: string, cityId: number, groupId: number, serverType: number) {
return await GVGTeamModel.exists({ roleId, cityId, groupId, serverType });
}
// 玩家切换城池更新队伍信息
public static async enterCity(roleId: string, cityId: number, areaId: number, groupId: number, serverType: number) {
const res = await GVGTeamModel.updateMany({ roleId }, { cityId, areaId, pointId: 0, groupId, serverType }).lean();
return !!res['ok'];
}
// 查找角色队伍数
public static async getTeamCntByRole(roleId: string) {
const teams: GVGTeamType[] = await GVGTeamModel.find({ roleId }).select('teamCode').lean();
return teams.length;
}
// 获取我的编队
public static async findByRole(roleId: string, select = '') {
const teams: GVGTeamType[] = await GVGTeamModel.find({ roleId }).select(select).lean();
@@ -161,12 +151,12 @@ export default class GVGTeam extends BaseModel {
// 移动
public static async startMove(teamCode: string, areaId: number, fromAreaId: number) {
const res: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { areaId, fromAreaId, stopMoveTime: nowSeconds() + GVG.GVG_DEFAULT_MOVE_CD } }).lean();
const res: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { areaId, fromAreaId, stopMoveTime: nowSeconds() + GVG.GVG_DEFAULT_MOVE_CD } }, { new: true }).lean();
return res;
}
public static async stopMove(teamCode: string, areaId: number) {
const res: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { areaId, fromAreaId: 0, stopMoveTime: nowSeconds() } }).lean();
const res: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { areaId, fromAreaId: 0, stopMoveTime: nowSeconds() } }, { new: true }).lean();
return res;
}
@@ -180,40 +170,83 @@ export default class GVGTeam extends BaseModel {
}
return { attackTeam, defenseTeam }
}
public static async checkRobot(groupId: number, serverType: number, cityId: number) {
return await GVGTeamModel.exists({ groupId, serverType, cityId, isRobot: true });
}
public static async initRobots(groupId: number, serverType: number, cityId: number, dicPoints: DicGVGAreaPoint[]) {
await GVGTeamModel.bulkWrite(dicPoints.map(dic => {
// 每赛季初刷新自己的耐久等东西
public static async refreshByConfig(roleId: string, updateArr: GVGTeamUpdate[]) {
await GVGTeamModel.bulkWrite(updateArr.map(obj => {
return {
updateOne: {
filter: { groupId, serverType, cityId, pointId: dic.pointId },
update: { $setOnInsert: { teamCode: `robot${dic.pointId}`, ...dic, roleName: dic.name, isRobot: true } }, upsert: true
filter: { roleId, teamCode: obj.teamCode },
update: { $set: obj }
}
}
}));
return await GVGTeamModel.findByRole(roleId, '-_id');
}
public static async findRobotTeams(groupId: number, serverType: number, cityId: number) {
const team: GVGTeamType[] = await GVGTeamModel.find({ groupId, serverType, cityId, isRobot: true }).lean();
return team;
}
// 每赛季初刷新机器人
public static async initRobots(configId: number, groupId: number, serverType: number, cityId: number, dicPoints: DicGVGAreaPoint[]) {
await GVGTeamModel.bulkWrite(dicPoints.map(({ pointId, areaId, name, head, spine, ce, durability }) => {
return {
updateOne: {
filter: { groupId, serverType, cityId, areaId, pointId },
update: { $setOnInsert: { teamCode: genCode(8), maxDurability: durability, roleName: name, head, spine, lineupCe: ce, isRobot: true, isBroken: false, startMoveTime: 0, stopMoveTime: 0 }, $set: { configId, durability } },
upsert: true
}
}
}));
return await this.findRobotTeams(groupId, serverType, cityId);
}
// 攻击方攻击cd
public static async lockAttack(teamCode: string, groupId: number, serverType: number) {
const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { attackTime: nowSeconds() + GVG.GVG_DEFAULT_ATTACK_CD, groupId, serverType } }, { new: true }).lean();
public static async battleStartLockAttack(teamCode: string) {
const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { attackTime: nowSeconds() + GVG.GVG_DEFAULT_ATTACK_CD } }, { new: true }).lean();
return team;
}
// 防守方防守cd
public static async lockDefense(teamCode: string, groupId: number, serverType: number) {
const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { attackTime: nowSeconds() + GVG.GVG_DEFAULT_DEFENSE_CD, groupId, serverType } }, { new: true }).lean();
// 防守方锁定cd
public static async battleStartLockDefense(teamCode: string, attackTeam: string) {
const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { lockTime: nowSeconds() + GVG.GVG_DEFAULT_ATTACK_CD, attackTeam } }, { new: true }).lean();
return team;
}
// 结算挑战方
public static async battleEndAttack(teamCode: string, hpInc: number, playerScoreInc: number, leagueScoreInc: number) {
const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $inc: { durability: hpInc, playerScore: playerScoreInc, leagueScore: leagueScoreInc } }, { new: true }).lean();
return team;
}
// 结算防守方
public static async battleEndDefense(teamCode: string, hpInc: number, playerScoreInc: number) {
const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { defenseTime: nowSeconds() + GVG.GVG_DEFAULT_DEFENSE_CD }, $inc: { durability: hpInc, playerScore: playerScoreInc } }, { new: true }).lean();
return team;
}
// 队伍进入修整器
public static async teamBreak(teamCode: string, isRobot: boolean, maxDurability: number, areaId: 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();
return team;
} else {
const team: GVGTeamType = await GVGTeamModel.findOneAndUpdate({ teamCode }, { $set: { durability: 0, isBroken: true } }, { new: true }).lean();
return team;
}
}
public static async findByAreaId(groupId: number, serverType: number, cityId: number, areaId: number) {
const team: GVGTeamType[] = await GVGTeamModel.find({ groupId, serverType, cityId, areaId, stopMoveTime: { $lte: nowSeconds() } }).lean();
return team;
}
public static async findByConfigId(configId: number) {
const team: GVGTeamType[] = await GVGTeamModel.find({ configId, cityId: { $gt: 0 } }).lean();
return team;
}
}

View File

@@ -29,7 +29,7 @@ export class GVGTeamMem extends GVGTeam {
this.roleName = team.roleName;
this.serverId = team.serverId;
this.teamCode = team.teamCode;
this.teamId = team.teamId;
this.index = team.index;
this.leagueCode = team.leagueCode;
this.guildCode = team.guildCode;
this.areaId = team.areaId;
@@ -45,7 +45,7 @@ export class GVGTeamMem extends GVGTeam {
this.defenseTime = team.defenseTime;
this.startMoveTime = team.startMoveTime;
this.stopMoveTime = team.stopMoveTime;
this.point = team.point;
this.playerScore = team.playerScore;
}
public setCity(cityId: number, areaId = 0, pointId = 0) {

View File

@@ -8,6 +8,7 @@ import { gameData } from "../../pubUtils/data";
import { EXTERIOR, GVG } from "../../pubUtils/dicParam";
import { DicGVGVestige } from "../../pubUtils/dictionary/DicGVGVestige";
import { DicWarJson } from "../../pubUtils/dictionary/DicWarJson";
import { LineupHero } from "../roleField/hero";
export class OppPlayerHeroInfo {
@prop({ required: true })
@@ -246,4 +247,28 @@ export class OppDetailData{
let hero = this.heroes.find(cur => cur.actorId == hid);
if(hero) hero.setAttribute(attribute);
}
}
export interface SaveTeamParam {
index: number;
head: number;
frame: number;
spine: number;
lineup?: LineupHero[];
}
export interface SaveTeamUpdateParam extends SaveTeamParam {
lineupCe?: number;
configId: number;
groupId: number;
serverType: number;
}
export interface InitTeamParam {
roleName: string;
serverId: number;
leagueCode: string;
leagueName: string;
durability: number;
maxDurability: number;
}

View File

@@ -678,4 +678,42 @@ export class GVGTeamInListOnPoint extends GVGTeamInList {
this.hasTeam = hasTeam;
if(team) this.isRobot = team.isRobot;
}
}
// 更新自己队伍时候的比较详细点的数据
export class MyTeamInfo {
teamCode: string; // 队伍唯一id
index: number; // 队伍位置
head: number; // 保存头像
frame: number; // 保存相框
spine: number; // 保存形象
lineup: {
actorId: number; // 武将
dataId: number; // 出兵表上的位置
order: number; // 行动
}[];
durability: number; // 耐久
maxDurability: number; // 最大耐久
restartTime: number; // 修整期结束时间
attackTime: number; // 进攻冷却结束时间
stopMoveTime: number; // 移动冷却结束时间
defenseTime: number; // 防守保护时间
areaId: number; // 出生在的区域
pointId: number;
constructor(team: GVGTeamType) {
this.teamCode = team.teamCode;
this.index = team.index;
this.head = team.head;
this.frame = team.spine;
this.lineup = team.lineup;
this.durability = team.durability;
this.maxDurability = team.maxDurability;
this.restartTime = team.restartTime;
this.attackTime = team.attackTime;
this.stopMoveTime = team.stopMoveTime;
this.defenseTime = team.defenseTime;
this.areaId = team.areaId;
this.pointId = team.pointId;
}
}

View File

@@ -406,4 +406,6 @@ export const GVG = {
GVG_DEFAULT_ATTACK_CD: 5, // GVG激战期默认的攻击CD
GVG_DEFAULT_DEFENSE_CD: 2, // GVG激战期默认的防御CD
GVG_DEFAULT_DURABILITY_MINUS: '5&100', // GVG激战期默认的队伍耐扣除规则胜&败num&num
GVG_PRODUCE_GAME_RATIO: '1&0.5|2&0.1|3&0.2', // 云台外政中贡献分3种产量分值换算 1:粮食*系数 2:铁矿*系数 3:木材*系数
GVG_BATTLE_SCORE: 1000000, // 战力换算积分的除数
};