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