feat(军团): 练兵场添加扫荡

This commit is contained in:
luying
2023-06-17 16:57:12 +08:00
parent 5e28f4447d
commit be09636e85
7 changed files with 158 additions and 25 deletions

View File

@@ -255,7 +255,7 @@ export class GuildTrainHandler {
await GuildTrainReportModel.pushGuildTrainReports(code, trainId, reports);//增加战报
let { trainCount, trainRewards } = userGuild;
let result: any = getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards);//战斗后更新练兵场信息
let result: any = await getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards);//战斗后更新练兵场信息
result.battleGoods = goods;
result.createdAt = time;
await addActive(roleId, serverId, GUILD_POINT_WAYS.TRAIN);
@@ -270,6 +270,119 @@ export class GuildTrainHandler {
throw e;
}
}
/**
* 练兵场扫荡
* @param msg
* @param session
*/
async trainBattleSweep(msg: guildInter & { hid: number, difficulty: number, trainId: number, battleId: number }, session: BackendSession) {
const { hid, difficulty, trainId, battleId, myUserGuild } = msg;
const roleId: string = session.get('roleId');
const serverId: number = parseInt(session.get('serverId'));
const roleName: string = session.get('roleName');
const sid: string = session.get('sid');
let userGuild = await refreshTrain(myUserGuild, roleId, serverId);
if (!userGuild)
return resResult(STATUS.WRONG_PARMS);
const { guildCode: code } = userGuild;
if (userGuild.trainCount - 1 < 0) {
return resResult(STATUS.WRONG_PARMS);
}
let hasPassed = await BattleRecordModel.getBattleRecordByIdAndStatus(roleId, battleId, 1);
if(!hasPassed) return resResult(STATUS.GUILD_TRAIN_CANNOT_SWEEP);
let { trainLv } = await GuildModel.findGuild(code, serverId, 'trainLv');
let maxTrainId = gameData.lastGuildTrainIdOfLv.get(trainLv);
let res: any = await lockData(serverId, DATA_NAME.TRAIN, code + '_' + trainId);//加锁
if (!!res.err)
return resResult(STATUS.REDLOCK_ERR);
let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId);
if (!guildTrain) {
res.releaseCallback();//解锁
return resResult(STATUS.GUILD_TRAIN_SCRIPT_NOT_OPENED);
}
let trainInstance = findWhere(guildTrain.trainInstances, { hid });
if (!trainInstance) {
res.releaseCallback();//解锁
return resResult(STATUS.WRONG_PARMS);
}
let { trainInstances } = getArmyTrainJuDian(trainId);
let dicWar = gameData.war.get(battleId);
if(!dicWar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let instance = findWhere(trainInstances, { hid });
if (!instance) {//校验是否存在该关卡
res.releaseCallback();//解锁
return resResult(STATUS.WRONG_PARMS);
}
userGuild = await UserGuildModel.updateInfo(roleId, {}, { trainCount: -1 });//扣除一次挑战次数
let score = dicWar.winReward.get(TRAIN_REWARD_TYPE.SCORE);
let item = dicWar.winReward.get(TRAIN_REWARD_TYPE.ITEM);
let addScore = Math.floor(<number>score);//个人获得积分,也是压制进度
//个人功勋奖励
let goods = await addItems(roleId, roleName, sid, <RewardInter[]>item, ITEM_CHANGE_REASON.TRAIN_BATTLE_END);
let { isComplete, ranks } = guildTrain;
let reports = [];
let needLockNext = false;
let report = { roleName, trainId, hid, score: addScore, time: nowSeconds(), type: 2, difficulty };//type 1失败 2成功3表示系统战报即被成功压制
reports.push(report);
if (trainInstance.progress < instance.progress) {
if (trainInstance.progress + addScore >= instance.progress) {
//压制成功
if (!isComplete) {
isComplete = true;
guildTrain.trainInstances.forEach(({ hid: otherHid, progress }) => {
if (hid != otherHid && progress != instance.progress) {
isComplete = false;
}
});
if (isComplete) { //解锁下一关
needLockNext = true;
}
}
let progress = instance.progress;
guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete);
//type 1失败 2成功3表示系统战报即被成功压制
reports.push({ type: 3, time: nowSeconds(), score: addScore, roleName, trainId, hid, difficulty });
pushGuildTrainSucMsg(roleId, roleName, code, hid);
if (needLockNext && maxTrainId > trainId) {
guildTrain = await unlockTrain(code, trainId + 1);
}
res.releaseCallback();//解锁
} else {
//压制失败,更新排行榜进度等信息
let progress = trainInstance.progress + addScore;
guildTrain = await GuildTrainModel.updateGuildTrainProgress(code, trainId, hid, progress, ranks, isComplete);
res.releaseCallback();//解锁
}
} else {
// //玩家结算前已经完成进度,修改玩家的排名
// guildTrain = await GuildTrainModel.updateGuildTrain(code, trainId, { ranks });
res.releaseCallback();//解锁
}
await GuildTrainReportModel.pushGuildTrainReports(code, trainId, reports);//增加战报
let { trainCount, trainRewards } = userGuild;
let result: any = await getGuildTrainInfo(guildTrain, roleId, trainCount, trainRewards);//战斗后更新练兵场信息
result.goods = goods;
await addActive(roleId, serverId, GUILD_POINT_WAYS.TRAIN);
// 任务
await checkTaskInGuildTrain(serverId, roleId, sid, battleId, true, isComplete);
return resResult(STATUS.SUCCESS, result);
}
/**
* 领取练兵场宝箱 hid副本idindex:领取位置
* @param msg