✨ feat(gvg): 农庄
This commit is contained in:
10
game-server/app/services/gvg/gvgBattleService.ts
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10
game-server/app/services/gvg/gvgBattleService.ts
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@@ -0,0 +1,10 @@
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import { GVGLeagueType } from "../../db/GVGLeague";
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/**
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* TODO 获取本联军上周占领的城池
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* @param league
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* @returns number[] 城池id
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*/
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export async function getGVGCities(league: GVGLeagueType) {
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return []
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}
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@@ -1,9 +1,8 @@
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import { GVG_RETURN_ITEM_TYPE, ITEM_CHANGE_REASON, LEAGUE_ITEM_REFRESH_TYPE, PUSH_ROUTE } from "../../consts";
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import { GVG_RETURN_ITEM_TYPE, ITEM_CHANGE_REASON, LEAGUE_ITEM_REFRESH_TYPE, GVG_ITEM, PUSH_ROUTE } from "../../consts";
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import { GVGUserItemModel } from "../../db/GVGUserItem";
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import { gameData } from "../../pubUtils/data";
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import { RewardInter } from "../../pubUtils/interface";
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import { DAY_TO_SECOND, getZeroPoint } from "../../pubUtils/timeUtil";
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import { getFutureTime } from "../gmService";
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import { DAY_TO_SECOND, getZeroPoint, getFutureTime } from "../../pubUtils/timeUtil";
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import { sendMessageToUserWithSuc } from "../pushService";
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import { addItems, handleCost } from "../role/rewardService";
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import { getGVGConfig } from "./gvgService";
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@@ -73,4 +72,14 @@ export async function handleGVGCost(roleId: string, leagueCode: string, sid: str
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const decreaseResult = await GVGUserItemModel.decreaseItem(configId, leagueCode, roleId, leagueItems);
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return decreaseResult;
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}
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export function getProduceCoinCnt(items: RewardInter[]) {
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let produceCoinCnt = 0;
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for(let { id, count } of items) {
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if(id == GVG_ITEM.PRODUCE_COIN) {
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produceCoinCnt = count; break;
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}
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}
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return produceCoinCnt;
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}
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@@ -1,12 +1,22 @@
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import { GVG_ACTIVE_TYPE, ITEM_CHANGE_REASON, LEAGUE_JOB } from "../../consts";
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import { Tech } from "../../db/GVGLeaguePrepare";
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import { GVGUserDailyDataModel } from "../../db/GVGUserDailyData";
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import { BackendSession } from "pinus";
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import { GVG_ACTIVE_TYPE, GVG_ITEM, GVG_RESOURCE_TYPE, GVG_SEED_TYPE, GVG_TECH_TYPE, ITEM_CHANGE_REASON, LEAGUE_JOB } from "../../consts";
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import { GVGLeagueFarmModel, GVGLeagueFarmType } from "../../db/GVGLeagueFarm";
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import { GVGLeaguePrepareModel, GVGLeaguePrepareType, Tech } from "../../db/GVGLeaguePrepare";
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import { GVGUserDailyDataModel, GVGUserDailyDataType } from "../../db/GVGUserDailyData";
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import { GVGUserDataModel, GVGUserDataType } from "../../db/GVGUserData";
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import { gameData } from "../../pubUtils/data";
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import { GVGUserItemModel } from "../../db/GVGUserItem";
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import { LeagueField } from "../../domain/gvgField/returnData";
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import { calLeagueLv, gameData, getFieldMaxAddType } from "../../pubUtils/data";
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import { GVG } from "../../pubUtils/dicParam";
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import { parseGoodStr } from "../../pubUtils/util";
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import { RewardInter } from "../../pubUtils/interface";
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import { nowSeconds } from "../../pubUtils/timeUtil";
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import { getArrayOfNumber, getRandEelm, getRandValueByMinMax, parseGoodStr, sortArrRandom } from "../../pubUtils/util";
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import { addGVGReward } from "./gvgItemService";
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import { getGVGConfig } from "./gvgService";
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import { getProduceCoinCnt } from "./gvgItemService";
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import { GVGLeagueType } from "../../db/GVGLeague";
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import { getCities } from "../guildActivity/guildActivityService";
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import { getGVGCities } from "./gvgBattleService";
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export function checkPreTech(techId: number, activeQueue: number[], techQueue: Tech[]) {
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const dicTech = gameData.gvgTech.get(techId);
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@@ -41,11 +51,11 @@ export function calProduce(obj: { food: number, mineral: number, wood: number })
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* @param type GVG_ACTIVE_TYPE
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* @returns
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*/
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export async function addGVGActive(leagueCode: string, roleId: string, type: GVG_ACTIVE_TYPE) {
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export async function addGVGActive(leagueCode: string, roleId: string, type: GVG_ACTIVE_TYPE, count = 1) {
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let { configId } = getGVGConfig();
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let add = gameData.gvgActive.get(type)||0;
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let result = await GVGUserDataModel.addActive(configId, leagueCode, roleId, type, add);
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let result = await GVGUserDataModel.addActive(configId, leagueCode, roleId, type, add * count);
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return result.active;
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}
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@@ -75,4 +85,285 @@ export async function getDailyLoginReward(roleId: string, roleName: string, sid:
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return { active, reward: leagueGoods }
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}
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return null;
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}
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export function getMyDistribute(userDailyData: GVGUserDailyDataType) {
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return {
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food: userDailyData?.food||0,
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mineral: userDailyData?.mineral||0,
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wood: userDailyData?.wood||0,
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score: userDailyData?.score||0,
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}
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}
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/**
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* 资源
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* @param leagueCode 联军id
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* @param roleId 玩家id
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* @param resourceType 资源类型
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* @param count 数量
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* @returns
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*/
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export async function addResource(leagueCode: string, roleId: string, resourceType: GVG_RESOURCE_TYPE, count: number) {
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let { configId } = getGVGConfig();
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let resources = getResourceCnt(resourceType, count);
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if(!resources) return false;
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let { food = 0, mineral = 0, wood = 0 } = resources;
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// 联军更新资源
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let league = await GVGLeaguePrepareModel.addResource(configId, leagueCode, food, mineral, wood);
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// 联军升级
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let lv = calLeagueLv(league.resources);
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league = await GVGLeaguePrepareModel.setLv(configId, leagueCode, lv);
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// 个人贡献更新
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await GVGUserDataModel.addResource(configId, leagueCode, roleId, food, mineral, wood);
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// 个人今日贡献更新
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let userDailyData = await GVGUserDailyDataModel.addResource(configId, leagueCode, roleId, food, mineral, wood);
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let myDistribute = getMyDistribute(userDailyData);
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return { resource: league.resources, lv: league.lv, myDistribute }
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}
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function getResourceCnt(resourceType: GVG_RESOURCE_TYPE, count: number) {
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switch(resourceType) {
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case GVG_RESOURCE_TYPE.FOOD:
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return { food: count };
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case GVG_RESOURCE_TYPE.MINERAL:
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return { mineral: count };
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case GVG_RESOURCE_TYPE.WOOD:
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return { wood: count };
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}
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}
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export async function unlockField(leagueCode: string, roleId: string, farmId: number) {
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let { configId } = getGVGConfig();
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const produceCoinCnt = await getLockFieldCnt(leagueCode, roleId);
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if(produceCoinCnt == 0) return
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const leagueFarms = await GVGLeagueFarmModel.findByFarmId(configId, leagueCode, farmId);
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// 查询现有的田
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let { maxAddTypeCntMap, myAddTypeCntMap, allLands, myFieldCnt, myLockField } = calCntFromFarms(farmId, leagueFarms, roleId);
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if(allLands.length <= 0 || myLockField >= produceCoinCnt) return; // 田数量不足 or 已经锁过了
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let allAdd = calAddType(myFieldCnt, myAddTypeCntMap, maxAddTypeCntMap, produceCoinCnt - myLockField);
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let randLand = sortArrRandom(getRandEelm(allLands, produceCoinCnt - myLockField));
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let lands: { fieldId: number, addType: number }[] = [];
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for(let fieldId of randLand) {
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let addType = 0;
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for(let [_addType, addCnt] of allAdd) {
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if(addCnt > 0) {
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addType = _addType;
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allAdd.set(_addType, addCnt - 1);
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break;
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}
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}
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lands.push({ fieldId, addType });
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}
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// 更新田
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let result = await GVGLeagueFarmModel.lockFields(configId, leagueCode, farmId, roleId, lands);
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return await GVGLeagueFarmModel.findByFarmIdAndRoleId(configId, leagueCode, farmId, roleId);
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}
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function calCntFromFarms(farmId: number, leagueFarms: GVGLeagueFarmType[], roleId: string) {
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let maxAddTypeCntMap = getFieldMaxAddType(farmId); // 加成田最大数量
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let myAddTypeCntMap = new Map<number, number>();
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let myFieldCnt = 0; // 玩家已有的田有
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let myLockField = 0; // 玩家没有种只是锁住了的田
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let allLands = getArrayOfNumber(gameData.gvgResource.get(farmId)?.sum??0); // 全部可使用的田
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for(let leagueFarm of leagueFarms) {
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// 全联军
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if(leagueFarm.addType) maxAddTypeCntMap.set(leagueFarm.addType, maxAddTypeCntMap.get(leagueFarm.addType) - 1);
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if(leagueFarm.unlockTime >= nowSeconds()) {
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let index = allLands.indexOf(leagueFarm.fieldId);
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if(index > -1) allLands.splice(index);
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}
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// 玩家数据
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if(leagueFarm.lockRoleId == roleId && leagueFarm.unlockTime >= nowSeconds()) {
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if(leagueFarm.addType) {
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if(!myAddTypeCntMap.has(leagueFarm.addType)) myAddTypeCntMap.set(leagueFarm.addType, 0);
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myAddTypeCntMap.set(leagueFarm.addType, myAddTypeCntMap.get(leagueFarm.addType) + 1);
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}
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myFieldCnt++;
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if(leagueFarm.harvestTime == 0) myLockField++;
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}
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}
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return { maxAddTypeCntMap, myAddTypeCntMap, allLands, myFieldCnt, myLockField }
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}
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/**
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*
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* @param myFieldCnt 我已种的田的数量
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* @param myAddTypeCntMap 我已种的田的有加成的田分别的数量
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* @param maxAddTypeCntMap 联军最多可以加成田的数量
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* @param count 本次可以加的田
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* @returns
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*/
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function calAddType(myFieldCnt: number, myAddTypeCntMap: Map<number, number>, maxAddTypeCntMap: Map<number, number>, count: number) {
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let result = new Map<number, number>(); // 加成类型, 数量
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let minSpField = Math.floor((myFieldCnt + count) * gameData.gvgSpFieldRatio.min / 100); // 最少需要这么多个特殊田
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let maxSpField = Math.floor((myFieldCnt + count) * gameData.gvgSpFieldRatio.max / 100); // 最多可以有这么多个特殊田
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let myAllAddFieldCnt = 0;
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for(let [_, cnt] of myAddTypeCntMap) myAllAddFieldCnt += cnt;
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if(myAllAddFieldCnt >= maxSpField) return result;
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let randCnt = getRandValueByMinMax(minSpField, maxSpField);
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for(let [addType, ratio] of gameData.gvgFieldAddType) { // 按比例加田
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let maxCnt = maxAddTypeCntMap.get(addType)||0;
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if(maxCnt == 0) continue;
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let cnt = Math.ceil(randCnt * ratio / 100);
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let resultCnt = maxCnt > cnt? cnt: maxCnt;
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myAllAddFieldCnt += resultCnt;
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maxAddTypeCntMap.set(addType, maxAddTypeCntMap.get(addType) - 1);
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result.set(addType, resultCnt);
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}
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if(myAllAddFieldCnt < minSpField) {
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for(let [addType, addCnt] of result) { // 如果还有多的塞一塞
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let maxCnt = maxAddTypeCntMap.get(addType)||0;
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if(maxCnt > addCnt) {
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let inc = maxCnt - addCnt > minSpField - myAllAddFieldCnt? minSpField - myAllAddFieldCnt: maxCnt - addCnt;
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result.set(addType, count + inc);
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myAllAddFieldCnt += inc;
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if(myAllAddFieldCnt >= minSpField) break;
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} else {
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break;
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}
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}
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}
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return result;
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}
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export async function rollbackUnPlantFields(cost: RewardInter[], plantResult: GVGLeagueFarmType[], session: BackendSession, leagueCode: string) {
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const roleId = session.get('roleId');
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const roleName = session.get('roleName');
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const sid = session.get('sid');
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let add: RewardInter[] = [];
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for(let { id, count } of cost) add.push({ id, count });
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for(let { seedType } of plantResult) {
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let index = add.findIndex(({ id }) => id == getItemIdOfSeedType(seedType));
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console.log('#### index', index);
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if(index != -1) {
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add[index].count --;
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if(add[index].count <= 0) add.splice(index);
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}
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}
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console.log('rollbackUnPlantFields', add, 'plantResult', plantResult)
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await addGVGReward(roleId, roleName, leagueCode, sid, add, [], ITEM_CHANGE_REASON.PLANT_ROLLBACK);
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return add;
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}
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// 计算实际消耗的种子
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export function getCostSeedReward(plantResult: GVGLeagueFarmType[]) {
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const reward: RewardInter[] = [], leagueReward: RewardInter[] = [];
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for(let { seedType } of plantResult) {
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let itemId = getItemIdOfSeedType(seedType);
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let dicGVGItem = gameData.gvgItem.get(itemId);
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if(!dicGVGItem) continue;
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for(let { id, count } of dicGVGItem.reward) {
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let rewardObj = reward.find(({ id }) => id == id);
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rewardObj? rewardObj.count += count: reward.push({ id, count: count });
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}
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for(let { id, count } of dicGVGItem.leagueReward) {
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let rewardObj = leagueReward.find(({ id }) => id == id);
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rewardObj? rewardObj.count += count: leagueReward.push({ id, count: count });
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}
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}
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return { reward, leagueReward }
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}
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export function getItemIdOfSeedType(seedType: GVG_SEED_TYPE) {
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switch(seedType) {
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case GVG_SEED_TYPE.WHEAT:
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return GVG_ITEM.WHEAT;
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case GVG_SEED_TYPE.CORN:
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return GVG_ITEM.CORN;
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case GVG_SEED_TYPE.RICE:
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return GVG_ITEM.RICE;
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}
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}
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export async function getLockFieldCnt(leagueCode: string, roleId: string) {
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let { configId } = getGVGConfig();
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const itemIds = [GVG_ITEM.WHEAT, GVG_ITEM.CORN, GVG_ITEM.RICE, GVG_ITEM.PRODUCE_COIN];
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const items = await GVGUserItemModel.findByRoleAndIds(configId, leagueCode, roleId, itemIds);
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return items.reduce((pre, cur) => pre + cur.count, 0);
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}
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export async function getmyDistributeRank(leagueCode: string, members: { roleId: string }[], targetRoleId: string) {
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let { configId } = getGVGConfig();
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const roleIds = members.map(member => member.roleId);
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const userDatas = await GVGUserDataModel.findByRoles(configId, leagueCode, roleIds);
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userDatas.sort((a, b) => calProduce(b.distribute) - calProduce(a.distribute));
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for(let i = 0; i < userDatas.length; i++) {
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if(userDatas[i].roleId == targetRoleId) return i + 1;
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}
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return 0
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}
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export async function getLeagueFarmShowResult(leagueCode: string, roleId: string, farmId: number, needField = true) {
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let { configId } = getGVGConfig();
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const leagueFarms = await GVGLeagueFarmModel.findLockedByFarmId(configId, leagueCode, farmId);
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if(!needField) return { farmId, count: leagueFarms.length };
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const fields = await GVGLeagueFarmModel.findByFarmIdAndRoleId(configId, leagueCode, farmId, roleId);
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const result = fields.map(field => new LeagueField(field));
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return { farmId, count: leagueFarms.length, fields: result }
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}
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export async function calFarmOutputs(myResultFields: GVGLeagueFarmType[], league: GVGLeagueType, leaguePrepare: GVGLeaguePrepareType) {
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let cities = await getGVGCities(league);
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let [foodSum = 0, rewardSum = new Array<RewardInter>(), leagueRewardSum = new Array<RewardInter>(), activeSum = 0] = [];
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for(let { seedType, addType, farmId } of myResultFields) {
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let { food, reward, leagueReward, active } = calResourceResult(seedType, addType, farmId, cities||[], leaguePrepare?.activeTech||[]);
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foodSum += food;
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for(let { id, count } of reward) {
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let rewardObj = rewardSum.find(cur => cur.id == id);
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rewardObj? rewardObj.count += count: rewardSum.push({id, count});
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}
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for(let { id, count } of leagueReward) {
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let rewardObj = leagueRewardSum.find(cur => cur.id == id);
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rewardObj? rewardObj.count += count: leagueRewardSum.push({id, count});
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}
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activeSum += active;
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}
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return { foodSum, rewardSum, leagueRewardSum, activeSum }
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}
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function calResourceResult(seedType: number, addType: number, farmId: number, cities: number[], activeTech: number[]) {
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// 种子基础产量 * ( 1 + 格子加成 + 农庄等级加成 + 战力城池加成 + 科技树加成)
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let itemId = getItemIdOfSeedType(seedType);
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let dicGVGItem = gameData.gvgItem.get(itemId);
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let dicFarm = gameData.gvgResource.get(farmId);
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if(!dicGVGItem || !dicFarm) return {};
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let { value: foodBase, reward, leagueReward, leagueConsume } = dicGVGItem;
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let addRatio = seedType == addType? GVG.GVG_SP_FIELD_ADD: 0;
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let farmRatio = dicFarm.fieldAdd;
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let cityRatio = getCitiesAdd(cities);
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let techRatio = getTechAdd(activeTech);
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let produceCoin = getProduceCoinCnt(leagueConsume);
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return {
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food: Math.floor(foodBase * (1 + (addRatio + farmRatio + cityRatio + techRatio)/100)),
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reward, leagueReward,
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active: produceCoin
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}
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}
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// TODO 城池加成,多城池取最大加成
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function getCitiesAdd(cities: number[]) {
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return 0
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}
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// 科技树加成 叠加
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function getTechAdd(activeTech: number[]) {
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let ratio = 0;
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for(let techId of activeTech) {
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let dicTech = gameData.gvgTech.get(techId);
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if(dicTech.type == GVG_TECH_TYPE.PRODUCE_UP) {
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ratio += dicTech.param[0];
|
||||
}
|
||||
}
|
||||
return ratio;
|
||||
}
|
||||
Reference in New Issue
Block a user