feat(gvg): 激战期挑战相关接口整理

This commit is contained in:
luying
2023-02-17 10:59:38 +08:00
parent c0cc85ae0a
commit a838aba8e5
12 changed files with 316 additions and 129 deletions
@@ -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