✨ feat(gvg): 矿场
This commit is contained in:
@@ -2,15 +2,18 @@ import { Application, BackendSession, ChannelService, HandlerService } from "pin
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import { GVG_ACTIVE_TYPE, GVG_ITEM, GVG_ITEM_TYPE, GVG_PERIOD, GVG_RESOURCE_TYPE, ITEM_CHANGE_REASON, MAIL_TYPE, STATUS } from "../../../consts";
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import { GVGLeagueModel } from "../../../db/GVGLeague";
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import { GVGLeagueFarmModel, GVGLeagueFarmType } from "../../../db/GVGLeagueFarm";
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import { GVGLeagueFarmRecModel } from "../../../db/GVGLeagueFarmRec";
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import { GVGLeaguePrepareModel } from "../../../db/GVGLeaguePrepare";
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import { GVGUserItemModel } from "../../../db/GVGUserItem";
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import { RoleModel } from "../../../db/Role";
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import { LeagueFarmListInfo, LeagueFarmMember, LeagueField } from "../../../domain/gvgField/returnData";
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import { gameData, getGVGResourceBasesByType } from "../../../pubUtils/data";
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import { ItemInter, RewardInter } from "../../../pubUtils/interface";
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import { nowSeconds } from "../../../pubUtils/timeUtil";
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import { resResult } from "../../../pubUtils/util";
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import { getGVGCities } from "../../../services/gvg/gvgBattleService";
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import { addGVGReward, getProduceCoinCnt, handleGVGCost } from "../../../services/gvg/gvgItemService";
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import { addGVGActive, addResource, calFarmOutputs, getCostSeedReward, getItemIdOfSeedType, getLeagueFarmShowResult, getLockFieldCnt, getmyDistributeRank, rollbackUnPlantFields, unlockField } from "../../../services/gvg/gvgPrepareService";
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import { addGVGActive, addResource, getCostSeedReward, getItemIdOfSeedType, getLeagueFarmShowResult, getLockFieldCnt, getmyDistributeRank, rollbackUnPlantFields, lockField, calFarmOutput, sumOutputByResults, lockMineOrForestry, calMineOutput, calForestryOutput, checkItemCanUserInFarm } from "../../../services/gvg/gvgPrepareService";
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import { getGVGConfig, getGVGPeriodData } from "../../../services/gvg/gvgService";
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import { sendMailByContent } from "../../../services/mailService";
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import { getAllServerName, getRoleOnlineInfo } from "../../../services/redisService";
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@@ -77,10 +80,10 @@ export class GVGProduceHandler {
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const dicFarms = getGVGResourceBasesByType(type);
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const result: LeagueFarmListInfo[] = [];
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for(let { id, lv } of dicFarms) {
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for(let { id, lv, type } of dicFarms) {
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if(lv > leagueLv) continue;
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const leagueFarm = leagueFarms.filter(cur => cur.farmId == id && cur.unlockTime >= nowSeconds()); // 已种植单位
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const canHarvestFarms = leagueFarms.filter(cur => cur.farmId == id && cur.lockRoleId == roleId && cur.harvestTime > 0 && cur.harvestTime <= nowSeconds());
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const canHarvestFarms = leagueFarms.filter(cur => type == GVG_RESOURCE_TYPE.FOOD && cur.farmId == id && cur.harvestTime > 0 && cur.harvestTime <= nowSeconds());
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let obj = new LeagueFarmListInfo(id, leagueFarm.length, canHarvestFarms.length > 0);
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result.push(obj);
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}
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@@ -103,8 +106,6 @@ export class GVGProduceHandler {
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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const leaguePrepare = await GVGLeaguePrepareModel.findByLeague(configId, myLeague.leagueCode);
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const fields = await GVGLeagueFarmModel.findPlantedByFarmId(configId, myLeague.leagueCode, farmId);
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const roleIds: string[] = [], fieldByRoleId = new Map<string, GVGLeagueFarmType[]>();
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for(let field of fields) {
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@@ -122,8 +123,6 @@ export class GVGProduceHandler {
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let obj = new LeagueFarmMember(role, serverNames);
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let myFields = fieldByRoleId.get(role.roleId)||[]
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obj.setByFields(myFields);
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const { foodSum } = await calFarmOutputs(myFields, myLeague, leaguePrepare);
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obj.setOutput(foodSum);
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result.push(obj);
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}
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@@ -146,7 +145,7 @@ export class GVGProduceHandler {
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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await unlockField(myLeague.leagueCode, roleId, farmId);
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await lockField(myLeague.leagueCode, roleId, farmId);
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const myRank = await getmyDistributeRank(myLeague.leagueCode, myLeague.members, roleId);
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return resResult(STATUS.SUCCESS, {
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@@ -156,24 +155,36 @@ export class GVGProduceHandler {
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}
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// 种田
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async plant(msg: { farmId: number, results: { fieldId: number, seedType: number }[] }, session: BackendSession) {
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async plant(msg: { farmId: number, seeds: { fieldId: number, seedType: 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 guildCode = session.get('guildCode');
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const sid = session.get('sid');
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const { farmId, results } = msg;
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const { farmId, seeds } = msg;
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let { configId, period } = getGVGPeriodData();
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if(period != GVG_PERIOD.PREPARE) return resResult(STATUS.GVG_NOT_PREPARE_PERIOD);
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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const cost: RewardInter[] = [], updateFields: { fieldId: number, seedType: number, time: number }[] = [];
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for(let { fieldId, seedType } of results) {
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const fields = await GVGLeagueFarmModel.findByFieldIds(configId, myLeague.leagueCode, farmId, seeds.map(({fieldId}) => fieldId));
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for(let field of fields) {
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if(!field) return resResult(STATUS.GVG_FIELD_NOT_FOUND);
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if(field.lockRoleId != roleId && field.unlockTime > nowSeconds()) return resResult(STATUS.GVG_FIELD_HAS_LOCKED);
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}
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const cities = await getGVGCities(myLeague);
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const leaguePrepare = await GVGLeaguePrepareModel.findByLeague(configId, myLeague.leagueCode);
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const cost: RewardInter[] = [], updateFields: { fieldId: number, seedType: number, time: number, output: number, outputStr: string }[] = [];
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for(let { fieldId, seedType } of seeds) {
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let itemId = getItemIdOfSeedType(seedType);
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let dicItem = gameData.gvgItem.get(itemId);
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updateFields.push({ fieldId, seedType, time: dicItem.ripeTime });
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let field = fields.find(cur => cur.fieldId == field);
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if(!field) continue;
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let output = calFarmOutput(seedType, field.addType, farmId, cities, leaguePrepare?.activeTech||[]);
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updateFields.push({ fieldId, seedType, time: dicItem.ripeTime, ...output });
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// 算消耗的种子
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let costObj = cost.find(({ id }) => id == itemId);
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costObj? costObj.count++: cost.push({ id: itemId, count: 1 });
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@@ -183,6 +194,7 @@ export class GVGProduceHandler {
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const plantResult = await GVGLeagueFarmModel.plant(configId, myLeague.leagueCode, farmId, updateFields, roleId);
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await rollbackUnPlantFields(cost, plantResult, session, myLeague.leagueCode); // 可能会有田已经被其他人占领的情况,将种子还回去
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await GVGLeagueFarmRecModel.insertRecs(plantResult);
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return resResult(STATUS.SUCCESS, {
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...await getLeagueFarmShowResult(myLeague.leagueCode, roleId, farmId)
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@@ -203,12 +215,10 @@ export class GVGProduceHandler {
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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const leaguePrepare = await GVGLeaguePrepareModel.findByLeague(configId, myLeague.leagueCode);
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const myResultFields = await GVGLeagueFarmModel.harvest(configId, myLeague.leagueCode, farmId, fieldIds, roleId); // 解锁
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if(myResultFields.length <= 0) return resResult(STATUS.GVG_CANNOT_HARVEST);
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// 计算产量
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const { foodSum, rewardSum, leagueRewardSum, activeSum } = await calFarmOutputs(myResultFields, myLeague, leaguePrepare);
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const { foodSum, rewardSum, leagueRewardSum, activeSum } = await sumOutputByResults(myResultFields);
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// 资源
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let resourceResult = await addResource(myLeague.leagueCode, roleId, GVG_RESOURCE_TYPE.FOOD, foodSum)||{};
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// 相关物品
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@@ -216,7 +226,8 @@ export class GVGProduceHandler {
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// 活跃
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const active = await addGVGActive(myLeague.leagueCode, roleId, GVG_ACTIVE_TYPE.COST_PRODUCE_COIN, activeSum);
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// 收获后再次预锁定一批田
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await unlockField(myLeague.leagueCode, roleId, farmId);
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await lockField(myLeague.leagueCode, roleId, farmId);
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await GVGLeagueFarmRecModel.updateRecs(myResultFields, roleId);
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return resResult(STATUS.SUCCESS, {
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...await getLeagueFarmShowResult(myLeague.leagueCode, roleId, farmId),
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@@ -256,8 +267,6 @@ export class GVGProduceHandler {
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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const leaguePrepare = await GVGLeaguePrepareModel.findByLeague(configId, myLeague.leagueCode);
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const resultField = await GVGLeagueFarmModel.helpHarvest(configId, myLeague.leagueCode, farmId, fieldId); // 解锁
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if(!resultField) return resResult(STATUS.GVG_CANNOT_HARVEST);
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@@ -265,7 +274,7 @@ export class GVGProduceHandler {
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let targetOnlineInfo = await getRoleOnlineInfo(targetRoleId);
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// 计算产量
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const { foodSum, rewardSum, leagueRewardSum, activeSum } = await calFarmOutputs([resultField], myLeague, leaguePrepare);
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const { foodSum, rewardSum, leagueRewardSum, activeSum } = await sumOutputByResults([resultField]);
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// 资源
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await addResource(myLeague.leagueCode, targetRoleId, GVG_RESOURCE_TYPE.FOOD, foodSum)||{};
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await sendMailByContent(MAIL_TYPE.HELP_HARVEST, targetRoleId, { sendName: roleName, goods: rewardSum });
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@@ -279,6 +288,212 @@ export class GVGProduceHandler {
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});
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}
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// 进入矿山
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async mineStart(msg: { farmId: number, itemId: number }, session: BackendSession) {
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const roleId = session.get('roleId');
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const guildCode = session.get('guildCode');
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const { farmId, itemId } = msg;
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if(!checkItemCanUserInFarm(farmId, itemId)) return resResult(STATUS.GVG_ITEM_CANNOT_USE);
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let { configId, period } = getGVGPeriodData();
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if(period != GVG_PERIOD.PREPARE) return resResult(STATUS.GVG_NOT_PREPARE_PERIOD);
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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const hasItem = await GVGUserItemModel.checkItemCnt(configId, myLeague.leagueCode, roleId, itemId, 1);
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if(!hasItem) return resResult(STATUS.GVG_ITEMS_NOT_ENOUGH);
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const lockResult = await lockMineOrForestry(myLeague.leagueCode, roleId, farmId, itemId);
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if(!lockResult) return resResult(STATUS.GVG_MINE_HAS_LOCKED);
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const myRank = await getmyDistributeRank(myLeague.leagueCode, myLeague.members, roleId);
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return resResult(STATUS.SUCCESS, {
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...await getLeagueFarmShowResult(myLeague.leagueCode, roleId, farmId, false),
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myRank,
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fieldId: lockResult.fieldId,
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unlockTime: lockResult.unlockTime
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});
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}
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// 结算矿场
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async mineEnd(msg: { farmId: number, fieldId: number, result: [{ type: 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 guildCode = session.get('guildCode');
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const sid = session.get('sid');
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const { farmId, fieldId, result } = msg;
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let { configId, period } = getGVGPeriodData();
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if(period != GVG_PERIOD.PREPARE) return resResult(STATUS.GVG_NOT_PREPARE_PERIOD);
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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// 检查数据是否上传争取
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let dicMine = gameData.gvgResource.get(farmId);
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if(!dicMine) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let mineralSum = 0;
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for(let { type, count } of result) {
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let max = dicMine.mineralValue.find(cur => cur.type == type)?.count||0;
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if(count > max) return resResult(STATUS.GVG_MINERAL_COUNT_OVER);
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mineralSum += count;
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}
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const field = await GVGLeagueFarmModel.findByField(configId, myLeague.leagueCode, farmId, fieldId);
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if(!field || field.lockRoleId != roleId) return resResult(STATUS.GVG_MINE_HAS_OVER);
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if(!!field.harvestTime) return resResult(STATUS.GVG_MINE_HAS_HARVEST);
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let dicGVGItem = gameData.gvgItem.get(field.itemId);
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if(mineralSum > (dicGVGItem?.value||0)) return resResult(STATUS.GVG_MINE_SCOOP_OVER);
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// 扣铲子
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const costResult = await handleGVGCost(roleId, myLeague.leagueCode, sid, [{ id: field.itemId, count: 1 }], [], ITEM_CHANGE_REASON.MINE_END);
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if(!costResult) return resResult(STATUS.GVG_ITEMS_NOT_ENOUGH);
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// 计算资源
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const cities = await getGVGCities(myLeague);
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const leaguePrepare = await GVGLeaguePrepareModel.findByLeague(configId, myLeague.leagueCode);
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const { output, outputStr } = calMineOutput(farmId, result, cities, leaguePrepare?.activeTech||[]);
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// 挖完
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await GVGLeagueFarmModel.mineOrForestryEnd(configId, myLeague.leagueCode, farmId, roleId, fieldId, output, outputStr);
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// 计算产量
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let { reward, leagueReward, leagueConsume } = dicGVGItem;
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let produceCoin = getProduceCoinCnt(leagueConsume);
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// 资源
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let resourceResult = await addResource(myLeague.leagueCode, roleId, GVG_RESOURCE_TYPE.MINERAL, output)||{};
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// 相关物品
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let leagueGoods = await addGVGReward(roleId, roleName, myLeague.leagueCode, sid, leagueReward, reward, ITEM_CHANGE_REASON.HARVEST)
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// 活跃
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const active = await addGVGActive(myLeague.leagueCode, roleId, GVG_ACTIVE_TYPE.COST_PRODUCE_COIN, produceCoin);
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return resResult(STATUS.SUCCESS, {
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...await getLeagueFarmShowResult(myLeague.leagueCode, roleId, farmId, false),
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...resourceResult,
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leagueGoods,
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active
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});
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}
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// 不能进的矿山,获取其他人的状态
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async getOtherMines(msg: { farmId: number }, session: BackendSession) {
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const roleId = session.get('roleId');
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const guildCode = session.get('guildCode');
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const { farmId } = msg;
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let { configId, period } = getGVGPeriodData();
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if(period != GVG_PERIOD.PREPARE) return resResult(STATUS.GVG_NOT_PREPARE_PERIOD);
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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const fields = await GVGLeagueFarmModel.findLockedByFarmId(configId, myLeague.leagueCode, farmId);
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const roleIds: string[] = [], fieldByRoleId = new Map<string, GVGLeagueFarmType[]>();
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for(let field of fields) {
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if(roleIds.indexOf(field.lockRoleId) == -1) {
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roleIds.push(field.lockRoleId);
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fieldByRoleId.set(field.lockRoleId, []);
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}
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fieldByRoleId.get(field.lockRoleId).push(field);
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}
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const serverNames = await getAllServerName();
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const roles = await RoleModel.findByRoleIds(roleIds);
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const result: LeagueFarmMember[] = [];
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for(let role of roles) {
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let obj = new LeagueFarmMember(role, serverNames);
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let myFields = fieldByRoleId.get(role.roleId)||[]
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obj.setByMines(myFields);
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result.push(obj);
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}
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return resResult(STATUS.SUCCESS, {
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...await getLeagueFarmShowResult(myLeague.leagueCode, roleId, farmId, false),
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members: result
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});
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}
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// 进入林场
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async forestryStart(msg: { farmId: number, itemId: number }, session: BackendSession) {
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const roleId = session.get('roleId');
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const guildCode = session.get('guildCode');
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const { farmId, itemId } = msg;
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if(!checkItemCanUserInFarm(farmId, itemId)) return resResult(STATUS.GVG_ITEM_CANNOT_USE);
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let { configId, period } = getGVGPeriodData();
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if(period != GVG_PERIOD.PREPARE) return resResult(STATUS.GVG_NOT_PREPARE_PERIOD);
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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const hasItem = await GVGUserItemModel.checkItemCnt(configId, myLeague.leagueCode, roleId, itemId, 1);
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if(!hasItem) return resResult(STATUS.GVG_ITEMS_NOT_ENOUGH);
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const lockResult = await lockMineOrForestry(myLeague.leagueCode, roleId, farmId, itemId);
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if(!lockResult) return resResult(STATUS.GVG_MINE_HAS_LOCKED);
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const myRank = await getmyDistributeRank(myLeague.leagueCode, myLeague.members, roleId);
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return resResult(STATUS.SUCCESS, {
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...await getLeagueFarmShowResult(myLeague.leagueCode, roleId, farmId, false),
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myRank,
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fieldId: lockResult.fieldId,
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unlockTime: lockResult.unlockTime
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});
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}
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// 林场结算
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async forestryEnd(msg: { farmId: number, fieldId: number, result: 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 guildCode = session.get('guildCode');
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const sid = session.get('sid');
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const { farmId, fieldId, result } = msg;
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let { configId, period } = getGVGPeriodData();
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if(period != GVG_PERIOD.PREPARE) return resResult(STATUS.GVG_NOT_PREPARE_PERIOD);
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let myLeague = await GVGLeagueModel.findLeagueByGuild(guildCode);
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if(!myLeague) return resResult(STATUS.GVG_LEAGUE_NOT_EXIST);
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// 检查数据是否上传争取
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let dicForestry = gameData.gvgResource.get(farmId);
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if(!dicForestry) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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const field = await GVGLeagueFarmModel.findByField(configId, myLeague.leagueCode, farmId, fieldId);
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if(!field || field.lockRoleId != roleId) return resResult(STATUS.GVG_FORESTRY_HAS_OVER);
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if(!!field.harvestTime) return resResult(STATUS.GVG_FORESTRY_HAS_HARVEST);
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let dicGVGItem = gameData.gvgItem.get(field.itemId);
|
||||
if(result > (dicGVGItem?.value||0)) return resResult(STATUS.GVG_MINE_SCOOP_OVER);
|
||||
|
||||
// 扣斧头
|
||||
const costResult = await handleGVGCost(roleId, myLeague.leagueCode, sid, [{ id: field.itemId, count: 1 }], [], ITEM_CHANGE_REASON.MINE_END);
|
||||
if(!costResult) return resResult(STATUS.GVG_ITEMS_NOT_ENOUGH);
|
||||
|
||||
// 计算资源
|
||||
const cities = await getGVGCities(myLeague);
|
||||
const leaguePrepare = await GVGLeaguePrepareModel.findByLeague(configId, myLeague.leagueCode);
|
||||
const { output, outputStr } = calForestryOutput(farmId, result, cities, leaguePrepare?.activeTech||[]);
|
||||
// 挖完
|
||||
await GVGLeagueFarmModel.mineOrForestryEnd(configId, myLeague.leagueCode, farmId, roleId, fieldId, output, outputStr);
|
||||
// 计算产量
|
||||
let { reward, leagueReward, leagueConsume } = dicGVGItem;
|
||||
let produceCoin = getProduceCoinCnt(leagueConsume);
|
||||
// 资源
|
||||
let resourceResult = await addResource(myLeague.leagueCode, roleId, GVG_RESOURCE_TYPE.WOOD, output)||{};
|
||||
// 相关物品
|
||||
let leagueGoods = await addGVGReward(roleId, roleName, myLeague.leagueCode, sid, leagueReward, reward, ITEM_CHANGE_REASON.HARVEST)
|
||||
// 活跃
|
||||
const active = await addGVGActive(myLeague.leagueCode, roleId, GVG_ACTIVE_TYPE.COST_PRODUCE_COIN, produceCoin);
|
||||
|
||||
return resResult(STATUS.SUCCESS, {
|
||||
...await getLeagueFarmShowResult(myLeague.leagueCode, roleId, farmId, false),
|
||||
...resourceResult,
|
||||
leagueGoods,
|
||||
active
|
||||
});
|
||||
}
|
||||
|
||||
// 获取资源
|
||||
async debugAddResource(msg: { type: number, count: number }, session: BackendSession) {
|
||||
const roleId = session.get('roleId');
|
||||
|
||||
@@ -10,13 +10,11 @@ import { calLeagueLv, gameData, getFieldMaxAddType } from "../../pubUtils/data";
|
||||
import { GVG } from "../../pubUtils/dicParam";
|
||||
import { RewardInter } from "../../pubUtils/interface";
|
||||
import { nowSeconds } from "../../pubUtils/timeUtil";
|
||||
import { getArrayOfNumber, getRandEelm, getRandValueByMinMax, parseGoodStr, sortArrRandom } from "../../pubUtils/util";
|
||||
import { arrToMap, getArrayOfNumber, getRandEelm, getRandValueByMinMax, parseGoodStr, sortArrRandom } from "../../pubUtils/util";
|
||||
import { addGVGReward } from "./gvgItemService";
|
||||
import { getGVGConfig } from "./gvgService";
|
||||
import { getProduceCoinCnt } from "./gvgItemService";
|
||||
import { GVGLeagueType } from "../../db/GVGLeague";
|
||||
import { getCities } from "../guildActivity/guildActivityService";
|
||||
import { getGVGCities } from "./gvgBattleService";
|
||||
import { GVGLeagueFarmRecModel } from "../../db/GVGLeagueFarmRec";
|
||||
|
||||
export function checkPreTech(techId: number, activeQueue: number[], techQueue: Tech[]) {
|
||||
const dicTech = gameData.gvgTech.get(techId);
|
||||
@@ -136,7 +134,7 @@ function getResourceCnt(resourceType: GVG_RESOURCE_TYPE, count: number) {
|
||||
}
|
||||
}
|
||||
|
||||
export async function unlockField(leagueCode: string, roleId: string, farmId: number) {
|
||||
export async function lockField(leagueCode: string, roleId: string, farmId: number) {
|
||||
let { configId } = getGVGConfig();
|
||||
const produceCoinCnt = await getLockFieldCnt(leagueCode, roleId);
|
||||
if(produceCoinCnt == 0) return
|
||||
@@ -160,7 +158,7 @@ export async function unlockField(leagueCode: string, roleId: string, farmId: nu
|
||||
lands.push({ fieldId, addType });
|
||||
}
|
||||
// 更新田
|
||||
let result = await GVGLeagueFarmModel.lockFields(configId, leagueCode, farmId, roleId, lands);
|
||||
await GVGLeagueFarmModel.lockFields(configId, leagueCode, farmId, roleId, lands);
|
||||
return await GVGLeagueFarmModel.findByFarmIdAndRoleId(configId, leagueCode, farmId, roleId);
|
||||
}
|
||||
|
||||
@@ -242,13 +240,11 @@ export async function rollbackUnPlantFields(cost: RewardInter[], plantResult: GV
|
||||
for(let { id, count } of cost) add.push({ id, count });
|
||||
for(let { seedType } of plantResult) {
|
||||
let index = add.findIndex(({ id }) => id == getItemIdOfSeedType(seedType));
|
||||
console.log('#### index', index);
|
||||
if(index != -1) {
|
||||
add[index].count --;
|
||||
if(add[index].count <= 0) add.splice(index);
|
||||
}
|
||||
}
|
||||
console.log('rollbackUnPlantFields', add, 'plantResult', plantResult)
|
||||
await addGVGReward(roleId, roleName, leagueCode, sid, add, [], ITEM_CHANGE_REASON.PLANT_ROLLBACK);
|
||||
return add;
|
||||
}
|
||||
@@ -312,11 +308,32 @@ export async function getLeagueFarmShowResult(leagueCode: string, roleId: string
|
||||
return { farmId, count: leagueFarms.length, fields: result }
|
||||
}
|
||||
|
||||
export async function calFarmOutputs(myResultFields: GVGLeagueFarmType[], league: GVGLeagueType, leaguePrepare: GVGLeaguePrepareType) {
|
||||
let cities = await getGVGCities(league);
|
||||
export function calFarmOutput(seedType: number, addType: number, farmId: number, cities: number[], activeTech: number[]) {
|
||||
// 种子基础产量 * ( 1 + 格子加成 + 农庄等级加成 + 战力城池加成 + 科技树加成)
|
||||
let itemId = getItemIdOfSeedType(seedType);
|
||||
let dicGVGItem = gameData.gvgItem.get(itemId);
|
||||
let dicFarm = gameData.gvgResource.get(farmId);
|
||||
if(!dicGVGItem || !dicFarm) return { output: 0, outputStr: '' };
|
||||
let { value: foodBase } = dicGVGItem;
|
||||
let addRatio = seedType == addType? GVG.GVG_SP_FIELD_ADD: 0;
|
||||
let farmRatio = dicFarm.fieldAdd;
|
||||
let cityRatio = getCitiesAdd(cities);
|
||||
let techRatio = getTechAdd(activeTech);
|
||||
|
||||
return {
|
||||
output: Math.floor(foodBase * (1 + (addRatio + farmRatio + cityRatio + techRatio)/100)),
|
||||
outputStr: `Math.floor(${foodBase} * (1 + (${addRatio} + ${farmRatio} + ${cityRatio} + ${techRatio})/100))`
|
||||
}
|
||||
}
|
||||
|
||||
export async function sumOutputByResults(myResultFields: GVGLeagueFarmType[]) {
|
||||
let [foodSum = 0, rewardSum = new Array<RewardInter>(), leagueRewardSum = new Array<RewardInter>(), activeSum = 0] = [];
|
||||
for(let { seedType, addType, farmId } of myResultFields) {
|
||||
let { food, reward, leagueReward, active } = calResourceResult(seedType, addType, farmId, cities||[], leaguePrepare?.activeTech||[]);
|
||||
for(let { seedType, output: food } of myResultFields) {
|
||||
let itemId = getItemIdOfSeedType(seedType);
|
||||
let dicGVGItem = gameData.gvgItem.get(itemId);
|
||||
if(!dicGVGItem) continue;
|
||||
let { reward, leagueReward, leagueConsume } = dicGVGItem;
|
||||
let produceCoin = getProduceCoinCnt(leagueConsume);
|
||||
foodSum += food;
|
||||
for(let { id, count } of reward) {
|
||||
let rewardObj = rewardSum.find(cur => cur.id == id);
|
||||
@@ -326,31 +343,60 @@ export async function calFarmOutputs(myResultFields: GVGLeagueFarmType[], league
|
||||
let rewardObj = leagueRewardSum.find(cur => cur.id == id);
|
||||
rewardObj? rewardObj.count += count: leagueRewardSum.push({id, count});
|
||||
}
|
||||
activeSum += active;
|
||||
activeSum += produceCoin;
|
||||
}
|
||||
return { foodSum, rewardSum, leagueRewardSum, activeSum }
|
||||
}
|
||||
|
||||
function calResourceResult(seedType: number, addType: number, farmId: number, cities: number[], activeTech: number[]) {
|
||||
// 种子基础产量 * ( 1 + 格子加成 + 农庄等级加成 + 战力城池加成 + 科技树加成)
|
||||
let itemId = getItemIdOfSeedType(seedType);
|
||||
let dicGVGItem = gameData.gvgItem.get(itemId);
|
||||
let dicFarm = gameData.gvgResource.get(farmId);
|
||||
if(!dicGVGItem || !dicFarm) return {};
|
||||
let { value: foodBase, reward, leagueReward, leagueConsume } = dicGVGItem;
|
||||
let addRatio = seedType == addType? GVG.GVG_SP_FIELD_ADD: 0;
|
||||
let farmRatio = dicFarm.fieldAdd;
|
||||
/**
|
||||
* 计算挖矿产量
|
||||
* @param farmId 矿场id
|
||||
* @param result 小游戏的结果
|
||||
* @param cities 上周占领城镇加成
|
||||
* @param activeTech 千机阁加成
|
||||
* @returns
|
||||
*/
|
||||
export function calMineOutput(farmId: number, result: [{ type: number, count: number }], cities: number[], activeTech: number[]) {
|
||||
// =(100*1.5【中铁块单块产量倍数】*4【可挖出的中铁块数量】+100*2【大铁块单块产量倍数】*8【可挖出的大铁块数量】+100*3【特大铁块单块产量倍数】*8【可挖出的特大铁块数量】)*(1+0.5【大城产量加成】)
|
||||
let dicMine = gameData.gvgResource.get(farmId);
|
||||
if(!dicMine) return { output: 0, outputStr: '' };
|
||||
let output = 0, addStrArr = [];
|
||||
for(let { type, count } of result) {
|
||||
let dic = dicMine.mineralValue.find(cur => cur.type == type);
|
||||
if(!dic) continue;
|
||||
output += dic.output * count;
|
||||
addStrArr.push(`${dic.output}*${count}`);
|
||||
}
|
||||
let cityRatio = getCitiesAdd(cities);
|
||||
let techRatio = getTechAdd(activeTech);
|
||||
let produceCoin = getProduceCoinCnt(leagueConsume);
|
||||
|
||||
return {
|
||||
food: Math.floor(foodBase * (1 + (addRatio + farmRatio + cityRatio + techRatio)/100)),
|
||||
reward, leagueReward,
|
||||
active: produceCoin
|
||||
output: Math.floor(output * (1 + (cityRatio + techRatio)/100)),
|
||||
outputStr: `Math.floor(${addStrArr.join('+')} * (1 + (${cityRatio} + ${techRatio})/100))`
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算木块产量
|
||||
* @param farmId 林场id
|
||||
* @param result 小游戏的结果
|
||||
* @param cities 上周占领城镇加成
|
||||
* @param activeTech 千机阁加成
|
||||
* @returns
|
||||
*/
|
||||
export function calForestryOutput(farmId: number, result: number, cities: number[], activeTech: number[]) {
|
||||
// =100*2【10级木堆木块单块基础产量倍数】*(1+0.3【城镇加成倍数】)*40【使用铁斧头最大分块】
|
||||
let dicForestry = gameData.gvgResource.get(farmId);
|
||||
if(!dicForestry) return { output: 0, outputStr: '' };
|
||||
let base = dicForestry.woodOutput;
|
||||
let cityRatio = getCitiesAdd(cities);
|
||||
let techRatio = getTechAdd(activeTech);
|
||||
return {
|
||||
output: Math.floor( base * (1 + (cityRatio + techRatio)/100) * result),
|
||||
outputStr: `Math.floor(${base} * (1 + (${cityRatio} + ${techRatio})/100) * ${result})`
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// TODO 城池加成,多城池取最大加成
|
||||
function getCitiesAdd(cities: number[]) {
|
||||
return 0
|
||||
@@ -366,4 +412,39 @@ function getTechAdd(activeTech: number[]) {
|
||||
}
|
||||
}
|
||||
return ratio;
|
||||
}
|
||||
|
||||
// 锁定
|
||||
export async function lockMineOrForestry(leagueCode: string, roleId: string, farmId: number, itemId: number) {
|
||||
let { configId } = getGVGConfig();
|
||||
const leagueFarms = await GVGLeagueFarmModel.findByFarmId(configId, leagueCode, farmId);
|
||||
// 查询现有的田
|
||||
let fieldId = getUnlockedMine(farmId, leagueFarms);
|
||||
if(!fieldId) return null;
|
||||
|
||||
let dicFarm = gameData.gvgResource.get(farmId);
|
||||
|
||||
let lockResult = await GVGLeagueFarmModel.lockMineOrForestry(configId, leagueCode, farmId, dicFarm?.type, roleId, fieldId, itemId);
|
||||
if(!lockResult) return null;
|
||||
|
||||
return lockResult;
|
||||
}
|
||||
|
||||
function getUnlockedMine(farmId: number, leagueFarms: GVGLeagueFarmType[]) {
|
||||
let leagueFarmMap = arrToMap(leagueFarms, obj => obj.fieldId);
|
||||
let fieldId = 0;
|
||||
let sum = gameData.gvgResource.get(farmId)?.sum??0;
|
||||
for(let i = 1; i <= sum; i++) {
|
||||
if(!leagueFarmMap.has(i)) {
|
||||
fieldId = i; break;
|
||||
}
|
||||
}
|
||||
return fieldId;
|
||||
}
|
||||
|
||||
export function checkItemCanUserInFarm(farmId: number, itemId: number) {
|
||||
let dicFarm = gameData.gvgResource.get(farmId);
|
||||
let dicGVGItem = gameData.gvgItem.get(itemId);
|
||||
if(!dicFarm || !dicGVGItem) return false;
|
||||
return dicFarm.type == dicGVGItem.type;
|
||||
}
|
||||
Reference in New Issue
Block a user