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