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
2021-01-27 16:00:48 +08:00
parent 58b8d1c05d
commit d0cd3faab5
7 changed files with 104 additions and 38 deletions
@@ -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);