红点:修改推送方式

This commit is contained in:
luying
2021-05-31 13:29:58 +08:00
parent 44d9e80640
commit a8eebc200c
38 changed files with 805 additions and 605 deletions

View File

@@ -1,11 +1,11 @@
import { HeroModel } from './../db/Hero';
import { HangUpRecordModel } from './../db/HangUpRecord';
import { pinus } from 'pinus';
import { HANG_UP_CONSTS, TOWER_TASK_CONST, REDIS_KEY, TASK_TYPE, TIME_OUTPUT_TYPE } from './../consts';
import { HANG_UP_CONSTS, TOWER_TASK_CONST, REDIS_KEY, TASK_TYPE, TIME_OUTPUT_TYPE, GOLD_COST_RATIO } from './../consts';
import { BattleRecordModel } from './../db/BattleRecord';
import { TowerRecordModel } from './../db/TowerRecord';
import { RoleModel } from './../db/Role';
import { shouldRefresh, resResult, cal, getRandEelmWithWeight } from '../pubUtils/util';
import { RoleModel, RoleType } from './../db/Role';
import { shouldRefresh, resResult, cal, getRandEelmWithWeight, calculateNum, genCode } from '../pubUtils/util';
import { STATUS } from '../consts/statusCode';
import { HangUpSpdUpRecModel } from '../db/HangUpSpdUpRec';
import { TowerTaskRecModel } from '../db/TowerTaskRec';
@@ -16,6 +16,96 @@ import { getRandExpedition, gameData } from '../pubUtils/data';
import { ItemInter, RewardInter } from '../pubUtils/interface';
import { getTimeFunM } from '../pubUtils/timeUtil';
/**
* 获取当前镇念塔状态
* @param role
*/
export async function getTowerStatus(role: RoleType) {
let { towerLv, roleId, serverId } = role;
if (!towerLv) {
towerLv = 1;
let role = await RoleModel.towerLvUp(roleId);
// 更新redis
let r = new Rank(REDIS_KEY.TOWER_RANK, { serverId });
await r.setRankWithRoleInfo(roleId, towerLv, role.towerUpTime.getTime(), role);
}
let towerRec = await TowerRecordModel.getRecordByLv(roleId, towerLv);
if (!towerRec) {
const towerInfo = gameData.tower.get(towerLv);
const { warArray } = towerInfo;
const sts = warArray.map(id => {
return {warId: id, status: false};
});
towerRec = await TowerRecordModel.createRecord({roleId, lv: towerLv, warStatus: sts});
// return { code: 201, data: '天梯记录异常' };
}
return {
canHungUp: towerLv >= HANG_UP_CONSTS.ENABLE_LV,
hungUpEnableLv: HANG_UP_CONSTS.ENABLE_LV,
canSendTask: true,
curLv: towerLv,
usedHeroes: towerRec.heroes,
progress: towerRec.warStatus
};
}
/**
* 获取镇念塔挂机收益
* @param roleId
*/
export async function getHungupRewards(roleId: string) {
const result = await calcuHangUpReward(roleId);
if(result.status == -1) {
return result;
}
let {timeReward, startTime, deltaTime} = result.data;
let {hangUpSpdUpCnt, lastSpdUpTime} = await RoleModel.findByRoleId(roleId);
let curTime = new Date();
if (!lastSpdUpTime || (shouldRefresh(lastSpdUpTime, curTime) && hangUpSpdUpCnt <= HANG_UP_CONSTS.MAX_SPD_UP_CNT)) {
hangUpSpdUpCnt = HANG_UP_CONSTS.MAX_SPD_UP_CNT;
}
let num = HANG_UP_CONSTS.MAX_SPD_UP_CNT - hangUpSpdUpCnt + 1;
let nextCostGold = calculateNum(GOLD_COST_RATIO.TOWER_HANG_SPDUP, {num}, 50);
return {
status: 0,
resResult: null,
data: {
startTime, hangUpPassTime: Math.floor(deltaTime/1000), hangUpSpdUpCnt, nextCostGold, rewards: timeReward
}
}
}
/**
* 获取派遣任务列表
* @param role
*/
export async function getTasks(role: RoleType) {
let { roleId, roleName, towerLv, towerTaskRefTime, towerTaskReCnt = 0 } = role;
let curTime = new Date();
let curTasks = await TowerTaskRecModel.getCurTasks(roleId); // 当前显示中的任务
const needRefresh = shouldRefresh(towerTaskRefTime, curTime);
if(needRefresh) {
const batchCode = genCode(8);
let {waitingTaskCode, doingTaskCode, doingIds} = getDoingOrWaitingTasks(curTasks, curTime);
await TowerTaskRecModel.hideTask(roleId, waitingTaskCode); // 隐藏没有在做的任务
await TowerTaskRecModel.updateBatchCode(roleId, doingTaskCode, batchCode); // 更新留下来的旧任务的batchCode
await createCurTasks(towerLv, batchCode, roleId, roleName, doingTaskCode.length, TOWER_TASK_CONST.RAND_CNT-doingTaskCode.length, doingIds); // 新建任务
curTasks = await TowerTaskRecModel.getCurTasks(roleId);
// 重置派遣次数
const role = await RoleModel.resetTowerCnt(roleId, curTime);
towerTaskReCnt = role.towerTaskReCnt;
}
let refRemainTime = getRemainTime(curTime);
let nextCostGold = calculateNum(GOLD_COST_RATIO.TOWER_TASK_REF, {num: towerTaskReCnt + 1}, 50);
return {curTasks: treatTask(curTasks, curTime), refRemainTime, nextCostGold}
}
export async function checkTowerWar(roleId: string, battleId: number, heroes: Array<number>) {
let { towerLv } = await RoleModel.findByRoleId(roleId);
const towerInfo = gameData.tower.get(towerLv);