名将擂台:奖励及扫荡

This commit is contained in:
luying
2022-07-16 11:28:56 +08:00
parent df8032cb06
commit c66001ed8e
7 changed files with 97 additions and 31 deletions

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@@ -5,7 +5,7 @@ import { gameData } from '../../../pubUtils/data';
import { STATUS } from '../../../consts/statusCode';
import { resResult } from '../../../pubUtils/util';
import { LadderMatchModel, LadderUpdateInter } from '../../../db/LadderMatch';
import { battleEndWhenChange, checkRank, generateInitRecInfo, getBuyCntCost, getLadderData, getLadderOppStatus, refreshLadderDaily, refreshLadderEnemies } from '../../../services/ladderService';
import { battleEndWhenChange, checkRank, generateInitRecInfo, getBuyCntCost, getLadderData, getLadderOppStatus, ladderBattleEndReward, refreshLadderDaily, refreshLadderEnemies } from '../../../services/ladderService';
import { LadderDataReturn, LadderDefense, LadderDefenseHero, LadderOppDetailReturn, LadderOppLineupReturn, LadderOppPlayerHeroInfo, LadderOppPlayerReturn } from '../../../domain/battleField/ladder';
import { LadderMatchRecModel } from '../../../db/LadderMatchRec';
import { HeroModel } from '../../../db/Hero';
@@ -15,6 +15,7 @@ import { ITEM_CHANGE_REASON, LADDER_OPP_STATUS, LADDER_STATUS, REDIS_KEY } from
import { getHeroesAttributes } from '../../../services/playerCeService';
import { checkBattleHeroesByHid } from '../../../services/normalBattleService';
import { Rank } from '../../../services/rankService';
import { WarReward } from '../../../services/warRewardService';
export default function (app: Application) {
new HandlerService(app, {});
@@ -176,12 +177,14 @@ export class LadderHandler {
// 7. 挑战结算
async battleEnd(msg: { battleCode: string, isSuccess: boolean }, session: BackendSession) {
let roleId = session.get('roleId');
let serverId = session.get('serverId');
let roleName = session.get('roleName');
let sid = session.get('sid');
let { battleCode, isSuccess } = msg;
let rec = await LadderMatchRecModel.findByBattleCode(battleCode);
if(!rec || rec.roleId1 != roleId) return resResult(STATUS.LADDER_REC_NOT_FOUND);
if(rec.status != LADDER_STATUS.BATTLE) return resResult(STATUS.LADDER_REC_STATUS_ERR);
let rank = rec.defenseInfo.oldRank;
let ladderData = await LadderMatchModel.findByRoleId(roleId);
if(!ladderData) return resResult(STATUS.LADDER_NOT_OPEN);
@@ -202,24 +205,48 @@ export class LadderHandler {
rec = await LadderMatchRecModel.battleEnd(battleCode, isSuccess);
}
ladderData = await LadderMatchModel.updateByRoleId(roleId, { historyRank: atkLadderMatch.rank < ladderData.historyRank? atkLadderMatch.rank: ladderData.historyRank, locked: 0 });
let isBreak = ladderData.historyRank > atkLadderMatch.rank;
ladderData = await LadderMatchModel.updateByRoleId(roleId, { historyRank: isBreak? atkLadderMatch.rank: ladderData.historyRank, locked: 0 });
result.setLadderData(ladderData, rec);
// 获取奖励
let { battleGoods, breakGoods } = await ladderBattleEndReward(roleId, roleName, sid, rank, isSuccess, isBreak, 1);
return resResult(STATUS.SUCCESS, result)
return resResult(STATUS.SUCCESS, {...pick(result, ['rank', 'historyRank', 'challengeCnt','status', 'time', 'oppPlayers']), battleGoods, breakGoods});
}
// 8. 战5次扫荡
async battleSweep(msg: { roleId: string, rank: number, count: number }, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
let { roleId: targetRoleId, rank, count } = msg;
// 检查是否可以扫荡对手
// 扣挑战次数
// 获取奖励
let ladderData = await LadderMatchModel.findByRoleId(roleId);
if(!ladderData) return resResult(STATUS.LADDER_NOT_OPEN);
return resResult(STATUS.SUCCESS)
if(ladderData.rank >= rank) return resResult(STATUS.LADDER_RANK_ERR);
// 刷新次数
let refOppObj = refreshLadderDaily(ladderData);
let update: LadderUpdateInter = {};
if(refOppObj.shouldRefOpp) {
update = { ...refOppObj };
}
if(refOppObj.challengeCnt + count > LADDER.LADDER_CHALLENGE_FREE_TIMES + refOppObj.buyCnt) {
return resResult(STATUS.LADDER_CHALLENGE_CNT_MAX);
}
update.challengeCnt = refOppObj.challengeCnt + count;
ladderData = await LadderMatchModel.updateByRoleIdAndInclude(roleId, update);
// 获取奖励
let { battleGoods } = await ladderBattleEndReward(roleId, roleName, sid, rank, true, false, count);
return resResult(STATUS.SUCCESS, {
challengeCnt: ladderData.challengeCnt,
battleGoods
});
}
// 9. 设置防守阵容

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@@ -1,4 +1,4 @@
import { LADDER_OPP_STATUS, LADDER_STATUS, PUSH_ROUTE, REDIS_KEY } from "../consts";
import { ITEM_CHANGE_REASON, LADDER_OPP_STATUS, LADDER_STATUS, PUSH_ROUTE, REDIS_KEY } from "../consts";
import { HeroType } from "../db/Hero";
import { LadderMatchModel, LadderMatchType, LadderUpdateInter } from "../db/LadderMatch";
import { LadderMatchRecModel } from "../db/LadderMatchRec";
@@ -10,7 +10,9 @@ import { ItemInter } from "../pubUtils/interface";
import { getRandValueByMinMax, shouldRefresh } from "../pubUtils/util";
import { sendMessageToUserWithSuc } from "./pushService";
import { Rank } from "./rankService";
import { addItems } from "./role/rewardService";
import { combineItems } from "./role/util";
import { WarReward } from "./warRewardService";
export function refreshLadderDaily(ladderData: LadderMatchType) {
@@ -272,7 +274,6 @@ export async function battleEndWhenChange(ladderMatch: LadderMatchType) {
// 更新redis
let r = new Rank(REDIS_KEY.LADDER, { serverId: ladderMatch.serverId });
console.log('##### ladderMatch.roleId', ladderMatch.roleId)
r.setRankWithRoleInfo(ladderMatch.roleId, ladderMatch.rank, 0);
// 刷新对手
@@ -283,4 +284,15 @@ export async function battleEndWhenChange(ladderMatch: LadderMatchType) {
oppPlayers
});
return oppPlayers
}
export async function ladderBattleEndReward(roleId: string, roleName: string, sid: string, rank: number, isSuccess: boolean, isBreak: boolean, num: number) {
let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rank);
if(!dicLadderDifficultRatio) return null;
let warReward = new WarReward(roleId, roleName, sid, dicLadderDifficultRatio.gkId, isSuccess);
warReward.setLadderReward(dicLadderDifficultRatio.randomFailReward, true);
warReward.setLadderReward(dicLadderDifficultRatio.randomWinReward, false);
let battleGoods = await warReward.saveReward(num);
let breakGoods = isBreak? await addItems(roleId, roleName, sid, dicLadderDifficultRatio?.onceReward||[], ITEM_CHANGE_REASON.LADDER_BATTLE_REWARD): [];
return { battleGoods, breakGoods };
}

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@@ -22,24 +22,26 @@ export class WarReward {
private condition: Map<number, boolean>;
private warInfo: DicWar;
private isSuccess: boolean;
private rewards: Array<{type?: number, id: number, count: number, times?: number}>;
private fixReward: Array<{id: number, count: number}>;
private conditionReward: Array<{id: number, count: number, condition: number}>;
private randomReward: Array<{id: number, count: number, frequency: number}>;
private rewards: Array<{type?: number, id: number, count: number, times?: number}> = [];
private fixReward: Array<{id: number, count: number}> = [];
private conditionReward: Array<{id: number, count: number, condition: number}> = [];
private randomReward: Array<{id: number, count: number, frequency: number}> = [];
private ladderReward: Array<{id: number, count: number, weight: number, isSuccess: boolean}> = [];
private costAp: number;
constructor(roleId: string, roleName: string, sid: string, battleId: number, isSuccess: boolean) {
this.roleId = roleId;
this.roleName = roleName;
this.sid = sid;
this.battleId = battleId;
if(battleId) {
this.battleId = battleId;
this.warInfo = gameData.war.get(battleId);
let { fixReward, conditionReward, randomReward } = this.warInfo;
this.fixReward = fixReward;
this.conditionReward = conditionReward;
this.randomReward = randomReward;
}
this.condition = new Map();
this.warInfo = gameData.war.get(battleId);
let { fixReward, conditionReward, randomReward } = this.warInfo;
this.fixReward = fixReward;
this.conditionReward = conditionReward;
this.randomReward = randomReward;
this.isSuccess = isSuccess;
this.costAp = this.warInfo.cost;
@@ -71,16 +73,24 @@ export class WarReward {
}
}
private handleFixReward(num: number, fixReward: RewardInter[]) {
public setLadderReward(reward: {id: number, count: number, weight: number}[], isSuccess: boolean) {
for(let r of reward) {
this.ladderReward.push({...r, isSuccess});
}
}
private handleFixReward(num: number) {
if(!this.fixReward) return
for(let i = 0; i < num; i++) {
for(let obj of fixReward) {
for(let obj of this.fixReward) {
this.rewards.push({type: BATTLE_REWARD_TYPE.FIX_REWARD, times: i +1, ...obj, count: obj.count });
}
}
}
private handleConditionReward(num: number, conditionReward: {id: number, count: number, condition: number}[]) {
private handleConditionReward(num: number) {
if(!this.conditionReward) return
for(let i = 0; i < num; i++) {
for(let obj of conditionReward) {
for(let obj of this.conditionReward) {
if(this.condition.get(obj.condition)) {
this.rewards.push({type: BATTLE_REWARD_TYPE.CONDITION_REWARD, times: i +1, ...obj, count: obj.count});
}
@@ -88,9 +98,9 @@ export class WarReward {
}
}
private async handleRandomReward(num: number, randomReward: {id: number, count: number, frequency: number}[]) {
for(let obj of randomReward) {
private async handleRandomReward(num: number) {
if(!this.randomReward) return
for(let obj of this.randomReward) {
let { id, frequency } = obj;
let dropHistory = await BattleDropModel.findByGid(this.roleId, this.battleId, id);
let { getNum = 0, allNum = 0, getSum = 0, allSum = 0 } = dropHistory;
@@ -117,18 +127,30 @@ export class WarReward {
}
}
private async handleLadderReward(num: number, isSuccess: boolean) {
if(!this.ladderReward) return;
for(let i = 0; i < num; i++) {
let arr = this.ladderReward.filter(cur => cur.isSuccess == isSuccess);
let { dic: reward } = getRandEelmWithWeight(arr);
if(reward) {
this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, times: i +1, id: reward.id, count: reward.count });
}
}
}
public async saveReward(num: number, combine: boolean = false) {
this.rewards = new Array();
// let warType = this.warInfo.warType;
if(this.isSuccess) { // 成功了才给固定奖励
console.log(this.fixReward)
if(this.fixReward) this.handleFixReward(num, this.fixReward);
if(this.conditionReward) this.handleConditionReward(num, this.conditionReward);
if(this.randomReward) await this.handleRandomReward(num, this.randomReward);
if(this.fixReward) this.handleFixReward(num);
if(this.conditionReward) this.handleConditionReward(num);
if(this.randomReward) await this.handleRandomReward(num);
// if(this.costAp > 0) await this.handlerBlueprtReward(num);
}
if(this.ladderReward) this.handleLadderReward(num, this.isSuccess);
let rewards = this.rewards;
if(combine) {

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@@ -32,6 +32,7 @@ export const WAR_TYPE = {
ACT_NEW_HERO_GK: 18, // 新将演绎活动
TRY: 19, // 试用关卡
BOSS: 20, // 演武台
LADDER: 21, // 名将擂台
};
// 藏宝图掉落参数

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@@ -1020,6 +1020,7 @@ export enum ITEM_CHANGE_REASON {
ACT_DAILY_COIN_RECEIVE_BOX = 149, // 招财进宝领取宝箱
USE_VOUCHER = 150, // 使用代金券
LADDER_BUY_CNT = 151, // 名将擂台购买次数
LADDER_BATTLE_REWARD = 152, // 名将擂台关卡奖励
}
export enum TA_EVENT {

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@@ -267,6 +267,7 @@ export const STATUS = {
LADDER_REC_STATUS_IS_COMPLETE: { code: 21205, simStr: '该战斗已结束' },
LADDER_CHALLENGE_CNT_MAX: { code: 21206, simStr: '挑战次数已达上限' },
LADDER_REC_STATUS_ERR: { code: 21207, simStr: '战斗状态错误' },
LADDER_RANK_ERR: { code: 21208, simStr: '不可连战比排名自己高的玩家' },
// 通用 30000 - 30099
DIC_DATA_NOT_FOUND: { code: 30000, simStr: '数据表未找到' },

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@@ -681,6 +681,8 @@ export function getReasonByWarType(warType: number) {
return ITEM_CHANGE_REASON.TRY_BATTLE_END;
case WAR_TYPE.BOSS:
return ITEM_CHANGE_REASON.BOSS_BATTLE_END;
case WAR_TYPE.LADDER:
return ITEM_CHANGE_REASON.LADDER_BATTLE_REWARD;
default:
return ITEM_CHANGE_REASON.NORMAL_BATTLE_END;
}