寻宝:协助次数&匹配范围修改
This commit is contained in:
@@ -6,7 +6,7 @@ import { difference } from 'underscore';
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* @Last Modified by: 梁桐川
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* @Last Modified time: 2021-08-27 17:47:56
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*/
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import { IT_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, COM_TEAM_STATUS, COM_BTL_CONST, CONSUME_TYPE, COM_BTL_QUALITY, MSG_SOURCE, QUALITY_TYPE, ROLE_SELECT, TASK_TYPE, KING_EXP_RATIO_TYPE, ITEM_CHANGE_REASON, getChannelType, CHANNEL_PREFIX } from './../../../consts';
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import { IT_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, COM_TEAM_STATUS, COM_BTL_CONST, CONSUME_TYPE, MSG_SOURCE, ROLE_SELECT, TASK_TYPE, KING_EXP_RATIO_TYPE, ITEM_CHANGE_REASON, getChannelType, CHANNEL_PREFIX } from './../../../consts';
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import Role, { RoleModel } from '../../../db/Role';
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import { STATUS } from '../../../consts/statusCode';
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import { Application, BackendSession } from 'pinus';
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@@ -15,7 +15,7 @@ import { RoleStatus, ComBattleTeamModel, ComBattleTeamType, BossHp, ComRoleStatu
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import { ItemModel, ItemType } from '../../../db/Item';
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import { addItems, handleCost } from '../../../services/rewardService';
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import { checkRoleInQueue, rmRoleFromQueue, setTeamSearchReq } from '../../../services/redisService';
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import { getRandBlueprtId, clearComBtlTimer, getFrd, updateRobotHurtByTime, comBtlLvInvalid, clearRobotHurtTimer, setDismissTimer, dismissTeam, handleComBtlProgress, getComBattleFriendAdd, teammateInBlackList, blueprtIdValid, createComTeamData, hasEnoughBlueprt, addRoleToTeam, addRoleStToTeam, addValidSearchingRoles, validToJoin, addRobotsToTeam, addRobotsLater, teamIsFullToStart, oneTeamNotInBlack, getAllAssistCnt, checkHasMyTeam } from '../../../services/comBattleService';
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import { getRandBlueprtId, clearComBtlTimer, getFrd, updateRobotHurtByTime, comBtlLvInvalid, clearRobotHurtTimer, setDismissTimer, dismissTeam, handleComBtlProgress, getComBattleFriendAdd, teammateInBlackList, blueprtIdValid, hasEnoughBlueprt, addRoleToTeam, addRoleStToTeam, addValidSearchingRoles, validToJoin, addRobotsToTeam, addRobotsLater, teamIsFullToStart, oneTeamNotInBlack, getAllAssistCnt, checkHasMyTeam } from '../../../services/comBattleService';
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import { setAp } from '../../../services/actionPointService';
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import { roleLevelup } from '../../../services/normalBattleService';
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import { addUserToChannel, getSimpleRoleInfo } from '../../../services/roleService';
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@@ -72,7 +72,7 @@ export class ComBattleHandler {
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let channel = channelService.getChannel(teamCode, true);
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// 创建队伍数据结构
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let comTeam: MemComBtlTeam = createComTeamData(teamCode, pub, blueprtId, roleId, ceLimit);
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let comTeam = new MemComBtlTeam(teamCode, pub, blueprtId, roleId, ceLimit);
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addRoleToTeam(comTeam, roleInfo, true, false);
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addUserToChannel(channel, new ChannelUser(roleId, sid));
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// 将正在匹配的符合要求的玩家加入队伍,并推送入队消息
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@@ -96,50 +96,50 @@ export class ComBattleHandler {
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/**
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* @description 匹配队伍
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* @param {{qualityArr: [number]}} msg 要匹配的品质数组列表
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* @param {{ lv: number }} msg 要匹配藏宝图品阶
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* @param {BackendSession} session
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* @returns
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* @memberof ComBattleHandler
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*/
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async searchTeam(msg: {qualityArr: [number], lvRange: number}, session: BackendSession) {
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async searchTeam(msg: { lv: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let sid = session.get('sid');
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const { qualityArr, lvRange = 1 } = msg;
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const { lv = 1 } = msg;
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const roleInfo = await RoleModel.findByRoleId(roleId, null, true);
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const { lv } = roleInfo;
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const { lv: playerLv } = roleInfo;
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let { topLineupCe = 1000 } = roleInfo;
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if(await checkHasMyTeam(roleId)) {
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return resResult(STATUS.COM_BATTLE_IS_RUNNING);
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}
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if (comBtlLvInvalid(lv, lvRange)) {
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if (comBtlLvInvalid(playerLv, lv)) {
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return resResult(STATUS.COM_BATTLE_ASSIST_LV_NOT_ENOUGH);
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}
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if (difference(qualityArr, COM_BTL_QUALITY).length !== 0) {
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if (!gameData.blueprtByLv.has(lv)) {
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return resResult(STATUS.COM_BLUEPRT_QUALITY_ERROR);
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}
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const teams = await ComBattleTeamModel.getOtherTeamByQualityAndSt(roleId, qualityArr, COM_TEAM_STATUS.DEFAULT, lvRange, topLineupCe);
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const teams = await ComBattleTeamModel.getOtherTeamByLvAndSt(roleId, lv, COM_TEAM_STATUS.DEFAULT, topLineupCe);
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const team: ComBattleTeamType = await oneTeamNotInBlack(teams, roleId);
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if (team && team.roleIds.length < 3 && team.status === COM_TEAM_STATUS.DEFAULT && team.roleIds.indexOf(roleId) === -1 && team.blacklist && team.blacklist.indexOf(roleId) === -1) {
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return resResult(STATUS.SUCCESS, {teamCode: team.teamCode});
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}
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let teamCode = session.get('teamCode');
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await setTeamSearchReq(roleId, sid, qualityArr, lvRange);
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await setTeamSearchReq(roleId, sid, lv);
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let thiz = this;
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// 倒计时匹配两个机器人
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setTimeout(async () => {
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let inQueue = await checkRoleInQueue(roleId, sid, qualityArr, lvRange);
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let inQueue = await checkRoleInQueue(roleId, sid, lv);
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if (!inQueue) return;
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await rmRoleFromQueue(roleId, sid, qualityArr, lvRange);
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await rmRoleFromQueue(roleId, sid, lv);
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// 创建队伍
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let blueprtId = getRandBlueprtId(qualityArr, lvRange).pop();
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let comTeam: MemComBtlTeam = createComTeamData(teamCode, false, blueprtId, 'robot', 0)
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let blueprtId = getRandBlueprtId(lv).pop();
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let comTeam = new MemComBtlTeam(teamCode, false, blueprtId, 'robot', 0)
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let { quality } = gameData.goods.get(blueprtId);
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let isFrd = await getFrd(roleId, quality);
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let isFrd = await getFrd(roleId);
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// 将玩家加入队伍
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addRoleToTeam(comTeam, roleInfo, false, isFrd);
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let channelService = thiz.app.get('channelService');
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@@ -169,7 +169,7 @@ export class ComBattleHandler {
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let roleId = session.get('roleId');
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let sid = session.get('sid');
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await rmRoleFromQueue(roleId, sid, COM_BTL_QUALITY, null);
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await rmRoleFromQueue(roleId, sid);
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return resResult(STATUS.SUCCESS);
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}
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@@ -194,17 +194,16 @@ export class ComBattleHandler {
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let { lv = 1, head = EXTERIOR.EXTERIOR_FACE, topLineupCe = 0, frame = EXTERIOR.EXTERIOR_FACECASE, spine = EXTERIOR.EXTERIOR_APPEARANCE } = await Role.findByRoleId(roleId, null, true);
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let { quality } = gameData.goods.get(teamStatus.blueprtId);
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if (lv < COM_BTL_CONST.ENABLE_LV) {
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return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
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} else if (comBtlLvInvalid(lv, teamStatus.lvRange)) {
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} else if (comBtlLvInvalid(lv, teamStatus.lv)) {
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return resResult(STATUS.COM_BATTLE_ASSIST_LV_NOT_ENOUGH);
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} else if (topLineupCe < teamStatus.ceLimit) {
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return resResult(STATUS.COM_BATTLE_CE_LIMIT);
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}
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if (!isFrd) {
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isFrd = await getFrd(roleId, quality);
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isFrd = await getFrd(roleId);
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}
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// 加入队伍
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@@ -242,7 +241,7 @@ export class ComBattleHandler {
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if (!teamStatus || teamStatus.status !== COM_TEAM_STATUS.DEFAULT) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
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if (teamStatus.capId === roleId) return resResult(STATUS.COM_BATTLE_SET_FRD_ERR);
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if (!isFrd) {
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isFrd = await getFrd(roleId, teamStatus.quality);
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isFrd = await getFrd(roleId);
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}
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if (isFrd !== isFrdPre) {
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return resResult(STATUS.COM_BATTLE_ASSIST_NOT_ENOUGH);
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@@ -466,7 +465,7 @@ export class ComBattleHandler {
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updateRobotHurtByTime(teamStatus, st, COM_BTL_CONST.ROBOT_BASE_TIME_INTERVAL + idx, channel, this.robotHurtTimer, this.teamMap);
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}
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});
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await checkTaskInComBattleStart(teamStatus.roleStatus, teamStatus.capId, teamStatus.quality);
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await checkTaskInComBattleStart(teamStatus.roleStatus, teamStatus.capId, teamStatus.lv);
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return resResult(STATUS.SUCCESS);
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}
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@@ -774,61 +773,4 @@ export class ComBattleHandler {
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return resResult(STATUS.SUCCESS, { list: result });
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}
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/**
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* @description 藏宝图合成
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* @param {{original: Array<{id: number, count: number}>}} msg
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* @param {BackendSession} session
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* @returns
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* @memberof ComBattleHandler
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*/
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async composeBlueprt(msg: {original: Array<{id: number, count: number}>}, session: BackendSession) {
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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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const serverId = session.get('serverId');
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const { original } = msg;
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// 原材料检查
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let originalQuality: number, originalSum: number = 0;
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for(let {id, count} of original) {
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const goodInfo = gameData.goods.get(id);
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if(!originalQuality) originalQuality = goodInfo.quality;
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if(originalQuality != goodInfo.quality) {
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return resResult(STATUS.COM_BLUEPRT_QUALITY_ERROR);
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}
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if(goodInfo.itid == IT_TYPE.BLUEPRT) {
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originalSum += count;
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}
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}
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const dicCompose = gameData.blurprtCompose.get(originalQuality);
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if(!dicCompose) {
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return resResult(STATUS.COM_BLUEPRT_QUALITY_CANNOT_COMPOSE);
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}
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if(originalSum != dicCompose.blueprtNum) {
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return resResult(STATUS.COM_BLUEPRT_COUNT_ERROR);
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}
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// 添加寻宝币
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original.push(...dicCompose.coinNum);
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// 消耗藏宝图和寻宝币
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let costResult = await handleCost(roleId, sid, original, ITEM_CHANGE_REASON.BLUEPRT_COMPOSE);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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const targetList = gameData.blueprt.get(dicCompose.targetQuality);
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const target = getRandSingleEelm(targetList);
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const reward = [{id: target, count: 1}];
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const goods = await addItems(roleId, roleName, sid, reward, ITEM_CHANGE_REASON.BLUEPRT_COMPOSE);
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if (dicCompose.targetQuality >= QUALITY_TYPE.ORANGE) {
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const { name } = gameData.goods.get(target);
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pushNormalItemMsg(roleId, roleName, serverId, MSG_SOURCE.ORANGE_BLUEPRT_COMPOSE, target, name);
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}
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await checkTask(roleId, sid, TASK_TYPE.COM_BATTLE_BLUEPRT, 1, true, { quality: dicCompose.targetQuality });
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return resResult(STATUS.SUCCESS, { goods, costGold: 0 });
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}
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}
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@@ -213,7 +213,7 @@ export class EntryHandler {
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}
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});
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reportTAUserSet(TA_USERSET_TYPE.ADD, roleId, { total_play_time: nowSeconds() - loginTime });
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rmRoleFromQueue(roleId, sid, COM_BTL_QUALITY, null); // 删除redis中寻宝的匹配记录
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rmRoleFromQueue(roleId, sid); // 删除redis中寻宝的匹配记录
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let channelService = this.app.get('channelService');
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let channel = channelService.getChannel(roleId, true);
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channel.leave(roleId, sid);
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@@ -1,43 +1,33 @@
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import { MemComBtlTeam } from './../domain/battleField/ComBattleTeamField';
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import { ItemModel } from './../db/Item';
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import { ITEM_CHANGE_REASON, IT_TYPE } from './../consts';
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import { COM_BTL_QUALITY } from './../consts/constModules/itemConst';
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import { FriendRelationModel } from './../db/FriendRelation';
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import { RoleModel, RoleType } from './../db/Role';
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import { EquipPrintDropType, EquipPrintDropModel } from './../db/EquipPrintDrop';
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import { FriendPointModel } from './../db/FriendPoint';
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import { STATUS } from './../consts/statusCode';
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import { COM_TEAM_STATUS, FRIEND_DROP_TYPE, COM_BTL_CONST, FRIEND_DROP_MAX } from './../consts';
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import { RoleStatus, ComBattleTeamModel, ComBattleTeamType } from './../db/ComBattleTeam';
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import { getRandEelm, getRandValue, resResult, ratioReward, getRandValueByMinMax, getRandEelmWithWeight, getRobotInfo } from "../pubUtils/util";
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import { getRandRobot, transBossHpArr } from "./battleService";
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import { difference, omit } from 'underscore';
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import { Channel, ChannelService, pinus } from 'pinus';
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import { TREASURE, EXTERIOR } from '../pubUtils/dicParam';
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import { getFriendLvAdd } from './friendService';
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import { getRoleIds } from '../pubUtils/friendUtil';
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import { getTeamSearchByQuality, rmRoleFromQueue } from './redisService';
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import { getTeamSearchByLv, rmRoleFromQueue } from './redisService';
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import { addUserToChannel } from './roleService';
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import { ChannelUser } from '../domain/ChannelUser';
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import { getRewardByBlueprtId, gameData, getBossHpByBlueprtId } from '../pubUtils/data';
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import { getFriendPointObject } from '../pubUtils/itemUtils';
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import { DicWar } from '../pubUtils/dictionary/DicWar';
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import { getRewardByBlueprtId, gameData, getBossHpByBlueprtId, getDicBlueprtById } from '../pubUtils/data';
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import { getZeroPointD, nowSeconds } from '../pubUtils/timeUtil';
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import { dispatch } from '../pubUtils/dispatcher';
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import { handleCost } from './rewardService';
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/**
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* 在给定的品质列表中随机返回一定数量的藏宝图Id
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* @param qualityArr 品质数组,在所有给定品质的藏宝图中筛选1
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* @param lv 品质数组,在所有给定品质的藏宝图中筛选1
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* @param cnt 返回藏宝图数量
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*/
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export function getRandBlueprtId(qualityArr: number[], lvRange: number, cnt = 1) {
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if (!qualityArr || !qualityArr.length) return null;
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let blueprtIdArr: number[] = [];
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for (let q of qualityArr) {
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blueprtIdArr = blueprtIdArr.concat(gameData.blueprtWithQualityAndStar.get(`${q}_${lvRange}`));
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}
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if (blueprtIdArr.length === 0) return null;
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export function getRandBlueprtId(lv: number, cnt = 1) {
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if (!gameData.blueprtByLv.has(lv)) return null;
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let blueprtIdArr: number[] = gameData.blueprtByLv.get(lv)||[];
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const res = getRandEelm(blueprtIdArr, cnt);
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// console.log('******** getRandBlueprtId', blueprtIdArr, cnt, res)
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@@ -167,37 +157,14 @@ export async function getRealReward(blueprtId: number, roleSt: RoleStatus) {
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}
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export async function getAllAssistCnt(roleId: string) {
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let cntMap = await getAssistTimesByQuality(roleId);
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let cnt = [];
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for (let i = 0; i < COM_BTL_QUALITY.length; ++i) {
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cnt[i] = cntMap.get(i + 1) || 0;
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}
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return cnt;
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let teams = await ComBattleTeamModel.getAssistTeamsByTime(roleId, getZeroPointD(), true);
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return teams.length;
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}
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export async function getAssistTimesByQuality(roleId: string, qualityArr?: number[]) {
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let teams = await ComBattleTeamModel.getAssistTeamsByTime(roleId, qualityArr, getZeroPointD(), true);
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let cntMap = new Map<number, number>();
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teams.forEach(team => {
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if (team && team.quality && team.roleStatus) {
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for (let st of team.roleStatus) {
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if (st.roleId !== roleId || st.isFrd) {
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continue;
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}
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let cnt = cntMap.get(team.quality) || 0;
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cntMap.set(team.quality, cnt + 1)
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}
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}
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});
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return cntMap;
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}
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export async function getFrd(roleId: string, quality: number) {
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export async function getFrd(roleId: string) {
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let isFrd = false;
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let assistTimes = await getAssistTimesByQuality(roleId, [quality]);
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let assistTime = assistTimes.get(quality);
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let { assistanceTime } = gameData.xunbao.get(quality);
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if (assistTime >= assistanceTime) isFrd = true;
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let cnt = await getAllAssistCnt(roleId);
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if (cnt >= TREASURE.TREASURE_ASSIST_TIME) isFrd = true;
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return isFrd;
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}
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@@ -242,7 +209,7 @@ function updateRobotKilled(bossHp: number, roleSt: RoleStatus) {
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}
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export async function handleComBtlProgress(teamStatus: MemComBtlTeam, robotHurtTimer: Map<string, NodeJS.Timer>, teamMap: Map<string, MemComBtlTeam>, channel: Channel) {
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const { teamCode, roleIds, capId, quality } = teamStatus;
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const { teamCode } = teamStatus;
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// 判断战斗是否结束
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let battleSt = checkComBattleResult(teamStatus);
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teamStatus.status = battleSt;
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@@ -351,15 +318,15 @@ export function clearRobotHurtTimer(teamStatus, robotHurtTimer: Map<string, Node
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/**
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* @description 检查寻宝等级是否合法
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* @export
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* @param {number} lv 玩家等级
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* @param {number} lvRange 藏宝图等级范围
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* @param {number} playerLv 玩家等级
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* @param {number} blueprtLv 藏宝图等级
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* @returns
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*/
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export function comBtlLvInvalid(lv: number, lvRange: number) {
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const range = gameData.comBtlLvRange.get(lvRange);
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export function comBtlLvInvalid(playerLv: number, blueprtLv: number) {
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const range = gameData.comBtlLvRange.get(blueprtLv);
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if (!range) return true;
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let { min, max } = range;
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return lv < min || lv > max;
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return playerLv < min || playerLv > max;
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}
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export async function dismissTeam(teamStatus: MemComBtlTeam, teamMap: Map<string, MemComBtlTeam>, roleId: string, teamDisTimer: Map<string, NodeJS.Timer>, channel) {
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@@ -501,18 +468,17 @@ async function teammateValid(roleInfo: Partial<RoleType>, roleId: string, roleId
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* @param {string} roleId 要加入玩家的信息
|
||||
* @param {string[]} roleIds 队伍中当前玩家列表
|
||||
* @param {number} ceLimit
|
||||
* @param {number} quality
|
||||
* @returns
|
||||
*/
|
||||
export async function getValidTeammateRoleSt(roleId: string, roleIds: string[], ceLimit: number, quality: number) {
|
||||
export async function getValidTeammateRoleSt(roleId: string, roleIds: string[], ceLimit: number) {
|
||||
let roleInfo = await RoleModel.findByRoleId(roleId, null, true);
|
||||
let { roleName, head = EXTERIOR.EXTERIOR_FACE, frame = EXTERIOR.EXTERIOR_FACECASE, spine = EXTERIOR.EXTERIOR_APPEARANCE, topLineupCe, lv } = roleInfo;
|
||||
let { roleName, head = EXTERIOR.EXTERIOR_FACE, frame = EXTERIOR.EXTERIOR_FACECASE, spine = EXTERIOR.EXTERIOR_APPEARANCE, topLineupCe, lv: playerLv } = roleInfo;
|
||||
|
||||
const valid = await teammateValid(roleInfo, roleId, roleIds, ceLimit);
|
||||
if (!valid) return null;
|
||||
|
||||
let isFrd = await getFrd(roleId, quality);
|
||||
const result = new RoleStatus(roleId, roleName, false, isFrd, head, frame, spine, topLineupCe, lv);
|
||||
let isFrd = await getFrd(roleId);
|
||||
const result = new RoleStatus(roleId, roleName, false, isFrd, head, frame, spine, topLineupCe, playerLv);
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -532,36 +498,7 @@ export async function teammateInBlackList(roleId: string, roleIds: string[]) {
|
||||
}
|
||||
|
||||
export function blueprtIdValid(id: number) {
|
||||
const goodData = gameData.goods.get(id);
|
||||
return goodData && goodData.itid === IT_TYPE.BLUEPRT && COM_BTL_QUALITY.indexOf(goodData.quality) !== -1;
|
||||
}
|
||||
|
||||
/**
|
||||
* @description 创建 ComBattleTeam 的数据结构
|
||||
* @export
|
||||
* @param {string} teamCode
|
||||
* @param {boolean} pub
|
||||
* @param {number} blueprtId
|
||||
* @param {number} status
|
||||
* @param {string} capId
|
||||
* @param {number} ceLimit
|
||||
* @param {number} bossHp
|
||||
* @param {number} quality
|
||||
* @param {BossHp[]} bossHpArr
|
||||
* @returns
|
||||
*/
|
||||
export function createComTeamData(teamCode: string, pub: boolean, blueprtId: number, capId: string, ceLimit: number) {
|
||||
const { equipLvl, quality } = gameData.goods.get(blueprtId);
|
||||
const { bossHpSum, bossHpArr } = getBossHpByBlueprtId(blueprtId);
|
||||
const curRnd = 0;
|
||||
const roleCnt = 1;
|
||||
const timeout = false;
|
||||
const bossCurHp = bossHpSum;
|
||||
const bossHp = bossHpSum;
|
||||
const status = COM_TEAM_STATUS.DEFAULT;
|
||||
return {
|
||||
teamCode, pub, blueprtId, status, capId, ceLimit, bossHp, bossCurHp, quality, bossHpArr: transBossHpArr(bossHpArr), curRnd, roleCnt, timeout, lvRange: equipLvl, blacklist: []
|
||||
};
|
||||
return gameData.blueprt.has(id);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -619,14 +556,14 @@ export function addRoleStToTeam(comTeam: MemComBtlTeam, roleSt: RoleStatus) {
|
||||
* @returns
|
||||
*/
|
||||
export async function addValidSearchingRoles(comTeam: MemComBtlTeam, channelService: ChannelService) {
|
||||
const { quality, equipLvl } = gameData.goods.get(comTeam.blueprtId);
|
||||
let teammates = await getTeamSearchByQuality(quality, equipLvl);
|
||||
const { lv } = getDicBlueprtById(comTeam.blueprtId);
|
||||
let teammates = await getTeamSearchByLv(lv);
|
||||
if (teammates && teammates.length) {
|
||||
for (let teammate of teammates) {
|
||||
const { roleId: teammateRoleId, sid } = teammate;
|
||||
const st = await getValidTeammateRoleSt(teammateRoleId, comTeam.roleIds, comTeam.ceLimit, quality);
|
||||
const st = await getValidTeammateRoleSt(teammateRoleId, comTeam.roleIds, comTeam.ceLimit);
|
||||
if (!st) continue;
|
||||
await rmRoleFromQueue(teammateRoleId, sid, COM_BTL_QUALITY, null); // 匹配成功后删除redis中该用户的匹配记录
|
||||
await rmRoleFromQueue(teammateRoleId, sid); // 匹配成功后删除redis中该用户的匹配记录
|
||||
addRoleStToTeam(comTeam, st);
|
||||
const channel = channelService.getChannel(comTeam.teamCode, false);
|
||||
addUserToChannel(channel, new ChannelUser(teammateRoleId, sid));
|
||||
|
||||
@@ -133,11 +133,10 @@ export async function updateUserInfo(key: string, roleId: string, arr: Array<{fi
|
||||
|
||||
/**
|
||||
* @description 拼接匹配分组的 key
|
||||
* @param {number} quality 品质
|
||||
* @param {number} lvRange 等级范围
|
||||
* @param {number} lv 藏宝图品阶
|
||||
*/
|
||||
function getComTeamKey(quality: number, lvRange: number) {
|
||||
return `${REDIS_KEY.COM_TEAM_SEARCH_PRE}:${quality}_${lvRange}`;
|
||||
function getComTeamKey(lv: number) {
|
||||
return `${REDIS_KEY.COM_TEAM_SEARCH_PRE}:${lv}`;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -159,14 +158,9 @@ function getComTeamValue(roleId: string, sid: string) {
|
||||
* @param {number} lvRange
|
||||
* @returns
|
||||
*/
|
||||
export async function setTeamSearchReq(roleId: string, sid: string, qualityArr: Array<number>, lvRange: number) {
|
||||
let cmds = [];
|
||||
qualityArr.forEach(quality => {
|
||||
if (quality) {
|
||||
cmds.push(['sadd', getComTeamKey(quality, lvRange), getComTeamValue(roleId, sid)]);
|
||||
}
|
||||
});
|
||||
const res = await redisClient().multi(cmds).execAsync();
|
||||
export async function setTeamSearchReq(roleId: string, sid: string, lv: number) {
|
||||
|
||||
const res = await redisClient().saddAsync(getComTeamKey(lv), [getComTeamValue(roleId, sid)]);
|
||||
console.log('setTeamSearchReq: ', res);
|
||||
return res;
|
||||
}
|
||||
@@ -176,21 +170,18 @@ export async function setTeamSearchReq(roleId: string, sid: string, qualityArr:
|
||||
* @export
|
||||
* @param {string} roleId
|
||||
* @param {string} sid
|
||||
* @param {Array<number>} qualityArr
|
||||
* @param {number} lvRange
|
||||
* @param {number} lv 如果不填表示所有品阶
|
||||
*/
|
||||
export async function rmRoleFromQueue(roleId: string, sid: string, qualityArr: Array<number>, lvRange: number) {
|
||||
export async function rmRoleFromQueue(roleId: string, sid: string, lv?: number) {
|
||||
|
||||
let cmds = [];
|
||||
for (let q of qualityArr) {
|
||||
if (lvRange) {
|
||||
cmds.push(['srem', getComTeamKey(q, lvRange), getComTeamValue(roleId, sid)]);
|
||||
} else {
|
||||
for (let range of comBtlRanges()) {
|
||||
cmds.push(['srem', getComTeamKey(q, range), getComTeamValue(roleId, sid)]);
|
||||
}
|
||||
if (lv) {
|
||||
cmds.push(['srem', getComTeamKey(lv), getComTeamValue(roleId, sid)]);
|
||||
} else {
|
||||
for (let range of comBtlRanges()) {
|
||||
cmds.push(['srem', getComTeamKey(range), getComTeamValue(roleId, sid)]);
|
||||
}
|
||||
};
|
||||
}
|
||||
await redisClient().multi(cmds).execAsync();
|
||||
}
|
||||
|
||||
@@ -201,10 +192,10 @@ export async function rmRoleFromQueue(roleId: string, sid: string, qualityArr: A
|
||||
* @param {number} lvRange 等级范围
|
||||
* @returns
|
||||
*/
|
||||
export async function getTeamSearchByQuality(quality: number, lvRange: number) {
|
||||
export async function getTeamSearchByLv(lv: number) {
|
||||
// TODO: 操作不具有原子性
|
||||
const userInfos = await redisClient().srandmemberAsync(getComTeamKey(quality, lvRange), 2);
|
||||
console.log('getTeamSearchByQuality: ' + userInfos);
|
||||
const userInfos = await redisClient().srandmemberAsync(getComTeamKey(lv), 2);
|
||||
console.log('getTeamSearchByLv: ' + userInfos);
|
||||
if (!userInfos || !userInfos.length) return null;
|
||||
|
||||
let res = [];
|
||||
@@ -213,7 +204,7 @@ export async function getTeamSearchByQuality(quality: number, lvRange: number) {
|
||||
if (decodeData.length !== 2) return null;
|
||||
res.push({roleId: decodeData[0], sid: decodeData[1]});
|
||||
}
|
||||
console.log('getTeamSearchByQuality res: ', res);
|
||||
console.log('getTeamSearchByLv res: ', res);
|
||||
return res;
|
||||
}
|
||||
|
||||
@@ -222,17 +213,14 @@ export async function getTeamSearchByQuality(quality: number, lvRange: number) {
|
||||
* @export
|
||||
* @param {string} roleId
|
||||
* @param {string} sid
|
||||
* @param {Array<number>} qualityArr
|
||||
* @param {number} lvRange
|
||||
* @param {number} lv
|
||||
* @returns
|
||||
*/
|
||||
export async function checkRoleInQueue(roleId: string, sid: string, qualityArr: Array<number>, lvRange: number) {
|
||||
for (let quality of qualityArr) {
|
||||
let res = await redisClient().sismemberAsync(getComTeamKey(quality, lvRange), `${roleId}:${sid}`);
|
||||
if (res) {
|
||||
return true;
|
||||
}
|
||||
};
|
||||
export async function checkRoleInQueue(roleId: string, sid: string, lv: number) {
|
||||
let res = await redisClient().sismemberAsync(getComTeamKey(lv), `${roleId}:${sid}`);
|
||||
if (res) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -241,11 +229,7 @@ export async function checkRoleInQueue(roleId: string, sid: string, qualityArr:
|
||||
* @export
|
||||
*/
|
||||
export async function clearComBtlQueue() {
|
||||
for (let q of COM_BTL_QUALITY) {
|
||||
for (let lvRange of comBtlRanges()) {
|
||||
await redisClient().delAsync(getComTeamKey(q, lvRange));
|
||||
}
|
||||
}
|
||||
await delKeys(REDIS_KEY.COM_TEAM_SEARCH_PRE);
|
||||
}
|
||||
|
||||
export function setRedis(key: string, data: string) {
|
||||
|
||||
@@ -117,58 +117,6 @@ export class WarReward {
|
||||
}
|
||||
}
|
||||
|
||||
private async handlerBlueprtReward(num: number) {
|
||||
const refTime = getZeroPointD();
|
||||
const battleBlueprtDrop = await BattleBlueprtDropModel.findByTime(this.roleId, refTime);
|
||||
if(battleBlueprtDrop) {
|
||||
let { getNum = 0, curCostAp = 0, getSum = 0, costAp = 0 } = battleBlueprtDrop;
|
||||
for(let i = 0; i < num; i ++) {
|
||||
let flag = false; // 是否可以获得
|
||||
if( curCostAp >= BLUEPRT_CONST.PER_AP) {
|
||||
curCostAp = curCostAp - BLUEPRT_CONST.PER_AP; getNum = 0;
|
||||
}
|
||||
costAp += this.costAp; curCostAp += this.costAp;
|
||||
if(getNum == 0) {
|
||||
let r = Math.random();
|
||||
console.log(r, 1/BLUEPRT_CONST.PER_AP*curCostAp);
|
||||
if(r <= 1/BLUEPRT_CONST.PER_AP*curCostAp || (curCostAp >= BLUEPRT_CONST.PER_AP) ) {
|
||||
flag = true; // 独立概率随机
|
||||
}
|
||||
}
|
||||
if(getSum >= BLUEPRT_CONST.DAILY_CNT) {
|
||||
flag = false;
|
||||
}
|
||||
if(flag) {
|
||||
getNum ++; getSum++;
|
||||
const obj = await this.randomBlueprt();
|
||||
if(obj) {
|
||||
this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, times: i +1, ...obj});
|
||||
}
|
||||
}
|
||||
}
|
||||
await BattleBlueprtDropModel.updateByTime(this.roleId, refTime, {
|
||||
getNum, curCostAp, getSum, costAp
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
private async randomBlueprt() {
|
||||
const { lv } = await RoleModel.findByRoleId(this.roleId);
|
||||
const dicPossibility = gameData.blueprtPossibility;
|
||||
|
||||
const result = dicPossibility.find(cur => {return cur.min <= lv && cur.max >= lv});
|
||||
|
||||
if(result) {
|
||||
const {dic: {id}} = getRandEelmWithWeight(result.possibility);
|
||||
|
||||
const blueprtList = gameData.blueprt.get(id);
|
||||
const gid = getRandSingleEelm(blueprtList);
|
||||
return {id: gid, count:1}
|
||||
} else {
|
||||
return null
|
||||
}
|
||||
}
|
||||
|
||||
public async saveReward(num: number, combine: boolean = false) {
|
||||
this.rewards = new Array();
|
||||
// let warType = this.warInfo.warType;
|
||||
|
||||
Reference in New Issue
Block a user