寻宝:仅匹配特定等级区间;修复机器人武将不阵亡 bug

This commit is contained in:
liangtongchuan
2021-01-20 13:36:16 +08:00
parent 58b8d1c05d
commit d0cd3faab5
7 changed files with 104 additions and 38 deletions

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@@ -5,7 +5,7 @@
* @Last Modified time: 2020-12-03 21:36:00
*/
import { IT_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, COM_TEAM_STATUS, COM_BTL_CONST, GOOD_QUALITY, CONSUME_TYPE } from './../../../consts';
import { getGoodById, getBossHpByBlueprtId, getComBtlSetByQuality, getBlueprtComposeByQuality, getBluePrtByQuality, getWarById, getWarIdByBlueprtId } from '../../../pubUtils/gamedata';
import { getGoodById, getBossHpByBlueprtId, getComBtlSetByQuality, getBlueprtComposeByQuality, getBluePrtByQuality, getWarById, getWarIdByBlueprtId, comBtlRangeInfo, comBtlRangeByLv } from '../../../pubUtils/gamedata';
import { ComBattleTeamModel, BossHp } from '../../../db/ComBattleTeam';
import Role, { RoleModel } from '../../../db/Role';
import { STATUS } from '../../../consts/statusCode';
@@ -16,7 +16,7 @@ import { ItemModel } from '../../../db/Item';
import { handleFixedReward, addItems, handleCost } from '../../../services/rewardService';
import { checkRoleInQueue, getTeamSearchByQuality, rmRoleFromQueue, setTeamSearchReq } from '../../../services/redisService';
import { transBossHpArr } from '../../../services/battleService';
import { getRandBlueprtId, getRandComBtlRobots, checkComBattleResult, clearComBtlTimer, getRealReward, getAssistTimesByQuality, getFrd, updateRobotHurt, updateRobotHurtByTime } from '../../../services/comBattleService';
import { getRandBlueprtId, getRandComBtlRobots, checkComBattleResult, clearComBtlTimer, getRealReward, getAssistTimesByQuality, getFrd, updateRobotHurt, updateRobotHurtByTime, comBtlLvInvalid } from '../../../services/comBattleService';
import { setAp } from '../../../services/actionPointService';
import { roleLevelup } from '../../../services/normalBattleService';
@@ -53,6 +53,8 @@ class ComTeam {
curRnd: number;
// 队伍中人数
roleCnt: number;
// 藏宝图等级所处范围,用来匹配
lvRange: number;
constructor(teamCode: string, pub: boolean, blueprtId: number, status: number, capId: string, ceLimit: number, bossHp: number, quality: number, bossHpArr:Array<BossHp> ) {
this.teamCode = teamCode;
this.pub = pub;
@@ -66,6 +68,8 @@ class ComTeam {
this.bossHpArr = bossHpArr;
this.curRnd = 0;
this.roleCnt = 1;
let { lvLimited } = getGoodById(blueprtId);
this.lvRange = comBtlRangeByLv(lvLimited);
}
}
export class ComBattleHandler {
@@ -113,7 +117,7 @@ export class ComBattleHandler {
roleStatus.push(capStatus);
// 检查是否有正在匹配的符合要求的玩家
let teammates = await getTeamSearchByQuality(goodData.quality);
let teammates = await getTeamSearchByQuality(goodData.quality, comBtlRangeByLv(goodData.lvLimited));
if (teammates) {
for (let teammate of teammates) {
let roleInfo = await RoleModel.findByRoleId(teammate.roleId);
@@ -196,34 +200,31 @@ export class ComBattleHandler {
* @returns
* @memberof ComBattleHandler
*/
async searchTeam(msg: {qualityArr: [number]}, session: BackendSession) {
async searchTeam(msg: {qualityArr: [number], lvRange: number}, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
const { qualityArr } = msg;
const { qualityArr, lvRange = 1 } = msg;
let { lv, headHid = 19, topFiveCe = 1000, sHid = 19 } = await RoleModel.findByRoleId(roleId);
topFiveCe = reduceCe(topFiveCe);
for (let q of qualityArr) {
let setting = getComBtlSetByQuality(q);
if (lv < setting.assistanceLevel) {
return resResult(STATUS.COM_BATTLE_ASSIST_LV_NOT_ENOUGH);
}
if (comBtlLvInvalid(lv, lvRange)) {
return resResult(STATUS.COM_BATTLE_ASSIST_LV_NOT_ENOUGH);
}
const team = await ComBattleTeamModel.getOtherTeamByQualityAndSt(roleId, qualityArr, COM_TEAM_STATUS.DEFAULT, topFiveCe);
const team = await ComBattleTeamModel.getOtherTeamByQualityAndSt(roleId, qualityArr, COM_TEAM_STATUS.DEFAULT, lvRange, topFiveCe);
// TODO: 有匹配的队伍还需要重新 joinTeam 加入,有失败可能,体验不好,需优化
if (team && team.roleIds.length < 3 && team.status === COM_TEAM_STATUS.DEFAULT && team.roleIds.indexOf(roleId) === -1) {
return resResult(STATUS.SUCCESS, {teamCode: team.teamCode});
}
let teamCode = session.get('teamCode');
await setTeamSearchReq(roleId, sid, qualityArr);
await setTeamSearchReq(roleId, sid, qualityArr, lvRange);
let thiz = this;
// 倒计时匹配两个机器人
setTimeout(async () => {
let inQueue = await checkRoleInQueue(roleId, sid, qualityArr);
let inQueue = await checkRoleInQueue(roleId, sid, qualityArr, lvRange);
if (!inQueue) return;
await rmRoleFromQueue(roleId, sid, qualityArr);
await rmRoleFromQueue(roleId, sid, qualityArr, lvRange);
let roleStatus = [];
let roleIds = [];
@@ -273,7 +274,7 @@ export class ComBattleHandler {
let roleId = session.get('roleId');
let sid = session.get('sid');
await rmRoleFromQueue(roleId, sid, GOOD_QUALITY);
await rmRoleFromQueue(roleId, sid, GOOD_QUALITY, null);
return resResult(STATUS.SUCCESS);
}
@@ -297,10 +298,9 @@ export class ComBattleHandler {
topFiveCe = reduceCe(topFiveCe);
let { quality } = getGoodById(teamStatus.blueprtId);
let { assistanceLevel, assistanceTime } = getComBtlSetByQuality(quality);
if (lv < COM_BTL_CONST.ENABLE_LV) {
return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
} else if (lv < assistanceLevel) {
} else if (comBtlLvInvalid(lv, teamStatus.lvRange)) {
return resResult(STATUS.COM_BATTLE_ASSIST_LV_NOT_ENOUGH);
} else if (topFiveCe < teamStatus.ceLimit) {
return resResult(STATUS.COM_BATTLE_CE_LIMIT);

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@@ -2,7 +2,7 @@ import { FriendPointModel } from './../db/FriendPoint';
import { STATUS } from './../consts/statusCode';
import { COM_BATTLE_ROBOT_ID_NAME, COM_TEAM_STATUS, CURRENCY_BY_TYPE, CURRENCY_TYPE, FRIEND_DROP_TYPE, COM_BTL_CONST, FRIEND_DROP_MAX } from './../consts';
import { RoleStatus, ComBattleTeamModel } from './../db/ComBattleTeam';
import { getBluePrtByQuality, getComBtlSetByQuality, getRewardByBlueprtId, getWarById, getWarIdByBlueprtId } from "../pubUtils/gamedata";
import { getBluePrtByQuality, getComBtlSetByQuality, getRewardByBlueprtId, getWarById, getWarIdByBlueprtId, comBtlRangeInfo } from "../pubUtils/gamedata";
import { getRandEelm, getRandValue, resResult, ratioReward } from "../pubUtils/util";
import { getRandRobot } from "./battleService";
import { difference } from 'underscore';
@@ -204,7 +204,7 @@ function updateRobotKilled(bossHp: number, roleSt: RoleStatus) {
const newKilledCnt = dmgProgress - roleSt.killed.length;
const aliveHeroes = difference(roleSt.heroes, roleSt.killed);
const newKilledHeroes = getRandEelm(aliveHeroes, newKilledCnt);
roleSt.killed.concat(newKilledHeroes);
roleSt.killed = roleSt.killed.concat(newKilledHeroes);
}
}
@@ -235,7 +235,7 @@ export function updateRobotHurt(teamStatus, roleSt: RoleStatus, channel: Channel
teamStatus.bossCurHp -= robotTotalHurt;
roleSt.totalDmg += robotTotalHurt;
updateRobotKilled(teamStatus.bossHp, roleSt);
channel.pushMessage('onTeammateAct', resResult(STATUS.SUCCESS, { teamCode: teamStatus.teamCode, bossCurHp: teamStatus.bossCurHp, bossHpArr: teamStatus.bossHpArr, roleStatus: roleSt, actRoleId: roleSt.roleId, actBossHurts }));
channel.pushMessage('onTeammateAct', resResult(STATUS.SUCCESS, { teamCode: teamStatus.teamCode, bossCurHp: teamStatus.bossCurHp, bossHpArr: teamStatus.bossHpArr, roleStatus: teamStatus.roleStatus, actRoleId: roleSt.roleId, actBossHurts }));
}
@@ -259,3 +259,9 @@ export function updateRobotHurtByTime(teamStatus, roleSt: RoleStatus, interval:
}, interval * 1000);
}
export function comBtlLvInvalid(lv: number, lvRange: number) {
const lvs = comBtlRangeInfo(lvRange);
if (!lvs) return true;
const minLv = lvs[0];
return lv < minLv;
}

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@@ -9,7 +9,7 @@ import { PvpDefenseModel } from '../db/PvpDefense';
import { SystemConfigModel } from '../db/SystemConfig';
import { RankParam, GuildRankParam, GuildLeader } from '../pubUtils/interface';
import { GuildModel } from '../db/Guild';
import { comBtlRanges } from '../pubUtils/gamedata';
/**
* 在服务重新启动时将信息存入redis
*/
@@ -216,13 +216,22 @@ export async function removeFromRank(key: string, serverId: number, myId: string
/**************** 寻宝相关 start */
/**
* @description 拼接匹配分组的 key
* @param {number} quality
* @param {number} lvRange
*/
function getComTeamKey(quality: number, lvRange: number) {
return `${REDIS_KEY.COM_TEAM_SEARCH_PRE}:${quality}_${lvRange}`;
}
// 把寻宝的玩家信息存入 redis
export async function setTeamSearchReq(roleId: string, sid: string, qualityArr: Array<number>) {
export async function setTeamSearchReq(roleId: string, sid: string, qualityArr: Array<number>, lvRange: number) {
const client: Redis.RedisClient = pinus.app.get('redis');
let cmds = [];
qualityArr.forEach(quality => {
if (quality) {
cmds.push(['sadd', `${REDIS_KEY.COM_TEAM_SEARCH_PRE}${quality}`, `${roleId}:${sid}`]);
cmds.push(['sadd', getComTeamKey(quality, lvRange), `${roleId}:${sid}`]);
}
});
const multiClient = client.multi(cmds) as Redis.Multi;
@@ -233,22 +242,28 @@ export async function setTeamSearchReq(roleId: string, sid: string, qualityArr:
}
// 取出 0 - 2 个某品质的匹配中玩家,并在其它品质中删除此玩家信息
export async function rmRoleFromQueue(roleId: string, sid: string, qualityArr: Array<number>) {
export async function rmRoleFromQueue(roleId: string, sid: string, qualityArr: Array<number>, lvRange: number) {
const client: Redis.RedisClient = pinus.app.get('redis');
let cmds = [];
for (let q of qualityArr) {
cmds.push(['srem', `${REDIS_KEY.COM_TEAM_SEARCH_PRE}${q}`, `${roleId}:${sid}`]);
if (lvRange) {
cmds.push(['srem', getComTeamKey(q, lvRange), `${roleId}:${sid}`]);
} else {
for (let range of comBtlRanges()) {
cmds.push(['srem', getComTeamKey(q, range), `${roleId}:${sid}`]);
}
}
};
const multiClient = client.multi(cmds) as Redis.Multi;
const newMulti = promisifyAll(multiClient) as Redis.Multi;
await newMulti.execAsync();
}
export async function getTeamSearchByQuality(quality: number) {
export async function getTeamSearchByQuality(quality: number, lvRange: number) {
const client: Redis.RedisClient = pinus.app.get('redis');
// TODO: 操作不具有原子性
const userInfos = await client.srandmemberAsync(`${REDIS_KEY.COM_TEAM_SEARCH_PRE}${quality}`, 2);
const userInfos = await client.srandmemberAsync(getComTeamKey(quality, lvRange), 2);
console.log('getTeamSearchByQuality: ' + userInfos);
if (!userInfos || !userInfos.length) return null;
@@ -260,7 +275,7 @@ export async function getTeamSearchByQuality(quality: number) {
res.push({roleId: decodeData[0], sid: decodeData[1]});
GOOD_QUALITY.forEach((q) => {
cmds.push(['srem', `${REDIS_KEY.COM_TEAM_SEARCH_PRE}${q}`, userInfo]);
cmds.push(['srem', getComTeamKey(q, lvRange), userInfo]);
})
const multiClient = client.multi(cmds) as Redis.Multi;
const newMulti = promisifyAll(multiClient) as Redis.Multi;
@@ -270,10 +285,10 @@ export async function getTeamSearchByQuality(quality: number) {
return res;
}
export async function checkRoleInQueue(roleId: string, sid: string, qualityArr: Array<number>) {
export async function checkRoleInQueue(roleId: string, sid: string, qualityArr: Array<number>, lvRange: number) {
const client: Redis.RedisClient = pinus.app.get('redis');
for (let quality of qualityArr) {
let res = await client.sismemberAsync(`${REDIS_KEY.COM_TEAM_SEARCH_PRE}${quality}`, `${roleId}:${sid}`);
let res = await client.sismemberAsync(getComTeamKey(quality, lvRange), `${roleId}:${sid}`);
if (res) {
return true;
}
@@ -284,7 +299,9 @@ export async function checkRoleInQueue(roleId: string, sid: string, qualityArr:
export async function clearComBtlQueue() {
const client: Redis.RedisClient = pinus.app.get('redis');
for (let q of GOOD_QUALITY) {
await client.delAsync(`${REDIS_KEY.COM_TEAM_SEARCH_PRE}${q}`);
for (let lvRange of comBtlRanges()) {
await client.delAsync(getComTeamKey(q, lvRange));
}
}
}

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@@ -147,6 +147,16 @@ export const COM_BTL_CONST = {
ASSIST_REWARD_RATIO: 0.5, // 队员奖励比例
}
// 寻宝等级区间
export const COM_BTL_LV_RANGE = [
{id: 1, minLv: 1, maxLv: 19},
{id: 2, minLv: 20, maxLv: 39},
{id: 3, minLv: 40, maxLv: 59},
{id: 4, minLv: 60, maxLv: 79},
{id: 5, minLv: 80, maxLv: 99},
{id: 6, minLv: 100, maxLv: 100},
];
// 机器人名字随机
export const COM_BATTLE_ROBOT_ID_NAME = [
{robotRoleId: 'cd9h0iy8', robotRoleName: '徐埋农'},

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@@ -121,6 +121,10 @@ export default class ComBattleTeam extends BaseModel {
@prop({ required: true, default: 1 })
roleCnt: number;
// 藏宝图等级所处范围,用来匹配
@prop({ required: true, default: 1 })
lvRange: number;
// 单个 boss 血量状态
@prop({ required: false, type: BossHp, default: [] })
bossHpArr: Array<BossHp>;
@@ -218,9 +222,9 @@ export default class ComBattleTeam extends BaseModel {
return team;
}
public static async getOtherTeamByQualityAndSt(roleId: string, qualityArr: Array<number>, status: number, ce = 0, pub = true, cntLmt = 2, lean = true) {
public static async getOtherTeamByQualityAndSt(roleId: string, qualityArr: Array<number>, status: number, lvRange: number, ce = 0, pub = true, cntLmt = 2, lean = true) {
const curTime = new Date(Date.now() - 10 * 60 * 1000); // 10分钟之前
const team: ComBattleTeamType = await ComBattleTeamModel.findOne({quality: {$in: qualityArr}, status, ceLimit: {$lte: ce}, pub, roleCnt: {$lte: cntLmt}, roleIds: {$nin: [roleId]}, updatedAt: {$gte: curTime}}).lean(lean);
const team: ComBattleTeamType = await ComBattleTeamModel.findOne({quality: {$in: qualityArr}, status, lvRange, ceLimit: {$lte: ce}, pub, roleCnt: {$lte: cntLmt}, roleIds: {$nin: [roleId]}, updatedAt: {$gte: curTime}}).lean(lean);
return team;
}

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@@ -10,8 +10,8 @@ export interface DicXunbao {
readonly name: number;
// 协助次数
readonly assistanceTime: number;
// 最低协助等级
readonly assistanceLevel: number;
// ! 已删除。最低协助等级
// readonly assistanceLevel: number;
}
const str = readJsonFile(FILENAME.DIC_XUNBAO);

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@@ -1,6 +1,6 @@
import fs = require('fs');
import path = require('path');
import { ABI_TYPE, ABI_STAGE } from '../consts';
import { ABI_TYPE, ABI_STAGE, COM_BTL_LV_RANGE } from '../consts';
import { decodeIdCntArrayStr, getRandEelm } from './util';
import { IT_TYPE } from '../consts';
@@ -20,7 +20,7 @@ const heroSkillInfo = new Map<number, any>()
const seidInfo = new Map<number, any>();
const olySeidInfo = new Map<number, any>();
const expeditionInfo = new Map<number, any> ();
const comBtlInfo = new Map<number, {quality: number, name: string, assistanceTime: number, assistanceLevel: number}>();
const comBtlInfo = new Map<number, {quality: number, name: string, assistanceTime: number}>();
const btlBossHpSum = new Map<number, number>();
const btlBossHp = new Map<number, Array<{dataId: number, hp: number, actorId: number}>>();
const blueprtToWar = new Map<number, number>();
@@ -31,6 +31,7 @@ const fiendShips = new Map<string, any>();
const fashions = new Map<number, any>();
const fiendShipHidAandIds = new Map<number, {actorId: number, level:number}>();
const fiendShipLevelMaps = new Map<number, any>();
const comBtlLvRange = new Map<number, Array<number>>();
interface dicStar {
id: number;
@@ -241,6 +242,17 @@ function parseComBtlData() {
});
}
function parseComBtlLvRange() {
const lvRange = COM_BTL_LV_RANGE;
lvRange.forEach(range => {
const lvs = [];
for (let lv = range.minLv; lv <= range.maxLv; lv++) {
lvs.push(lv);
}
comBtlLvRange.set(range.id, lvs);
});
}
function parseGood() {
const file = 'dic_goods';
const data = gamedata['jsons'][file] || [];
@@ -402,6 +414,7 @@ function parseData() {
parseOlySeidList();
parseExpedition();
parseComBtlData();
parseComBtlLvRange();
parseGood();
parseBlueprtCompose();
parseFashions();
@@ -528,6 +541,22 @@ export function getComBtlSetByQuality(quality: number) {
return comBtlInfo.get(quality);
}
export function comBtlRangeInfo(range: number) {
return comBtlLvRange.get(range);
}
export function comBtlRangeByLv(lv: number) {
for (let [k, v] of comBtlLvRange) {
if (v.indexOf(lv) !== -1) {
return k;
}
}
}
export function comBtlRanges() {
return Array.from(comBtlLvRange.keys());
}
export function getBossHpByWarId(warId: number) {
let bossHpSum = btlBossHpSum.get(warId) || 0;
let bossHpArr = btlBossHp.get(warId) || [];