名将擂台:获取对手详细信息,结算

This commit is contained in:
luying
2022-07-15 21:13:37 +08:00
parent f56dbc29de
commit df8032cb06
9 changed files with 292 additions and 39 deletions

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@@ -1,18 +1,20 @@
import { Application, BackendSession, pinus, HandlerService, } from 'pinus';
import { uniq, findWhere, findIndex, pick } from 'underscore';
import { gameData, getDicLadderMatchByMyRank, getPvpBoxBySeasonNumAndIndex } from '../../../pubUtils/data';
import { RoleModel, RoleType } from '../../../db/Role';
import { pick } from 'underscore';
import { gameData } from '../../../pubUtils/data';
import { STATUS } from '../../../consts/statusCode';
import { resResult, genCode, checkRoleIsRobot, robotIdComBack } from '../../../pubUtils/util';
import { resResult } from '../../../pubUtils/util';
import { LadderMatchModel, LadderUpdateInter } from '../../../db/LadderMatch';
import { checkRank, generateInitRecInfo, getBuyCntCost, getLadderData, getLadderOppStatus, refreshLadderDaily, refreshLadderEnemies } from '../../../services/ladderService';
import { LadderDataReturn, LadderDefense, LadderDefenseHero, LadderOppLineupReturn, LadderOppPlayerInfo } from '../../../domain/battleField/ladder';
import { battleEndWhenChange, checkRank, generateInitRecInfo, getBuyCntCost, getLadderData, getLadderOppStatus, refreshLadderDaily, refreshLadderEnemies } from '../../../services/ladderService';
import { LadderDataReturn, LadderDefense, LadderDefenseHero, LadderOppDetailReturn, LadderOppLineupReturn, LadderOppPlayerHeroInfo, LadderOppPlayerReturn } from '../../../domain/battleField/ladder';
import { LadderMatchRecModel } from '../../../db/LadderMatchRec';
import { HeroModel, HeroType } from '../../../db/Hero';
import { HeroModel } from '../../../db/Hero';
import { LADDER } from '../../../pubUtils/dicParam';
import { handleCost } from '../../../services/role/rewardService';
import { ITEM_CHANGE_REASON, LADDER_CHECK_STOP_TIME, LADDER_OPP_STATUS, LADDER_STATUS } from '../../../consts';
import { ITEM_CHANGE_REASON, LADDER_OPP_STATUS, LADDER_STATUS, REDIS_KEY } from '../../../consts';
import { getHeroesAttributes } from '../../../services/playerCeService';
import { checkBattleHeroesByHid } from '../../../services/normalBattleService';
import { Rank } from '../../../services/rankService';
export default function (app: Application) {
new HandlerService(app, {});
@@ -62,7 +64,7 @@ export class LadderHandler {
let serverId = session.get('serverId');
let { roleId: targetRoleId, rank, myRank } = msg;
// 检查双方排名等,不行的刷新对手回去
let ladderData = await LadderMatchModel.findByRoleIdAndInclude(roleId);
let ladderData = await LadderMatchModel.findByRoleId(roleId);
if(!ladderData) return resResult(STATUS.LADDER_NOT_OPEN);
let { status, isRobot, hisLadderData } = await getLadderOppStatus(ladderData, targetRoleId, myRank, rank);
@@ -73,6 +75,20 @@ export class LadderHandler {
});
}
// 刷新次数
let refOppObj = refreshLadderDaily(ladderData);
let update: LadderUpdateInter = {};
if(refOppObj.shouldRefOpp) {
update = { ...refOppObj };
}
if(refOppObj.challengeCnt + 1 > LADDER.LADDER_CHALLENGE_FREE_TIMES + refOppObj.buyCnt) {
return resResult(STATUS.LADDER_CHALLENGE_CNT_MAX);
}
update.challengeCnt = refOppObj.challengeCnt + 1;
ladderData = await LadderMatchModel.updateByRoleIdAndInclude(roleId, update);
// 创建ladderMatchRec发行battleCode
let attackInfo = generateInitRecInfo(false, false, ladderData.rank, ladderData);
let defenseInfo = generateInitRecInfo(isRobot, true, rank, hisLadderData);
@@ -82,7 +98,9 @@ export class LadderHandler {
pinus.app.rpc.systimer.systimerRemote.setLadderCountDown.broadcast(rec.battleCode, rec.checkTime, LADDER_STATUS.CHECK);
return resResult(STATUS.SUCCESS, {
time: rec.checkTime + LADDER_CHECK_STOP_TIME,
status,
challengeCnt: ladderData.challengeCnt,
time: rec.checkTime + LADDER.LADDER_BATTLE_PREPARE_COUNTDOWN,
battleCode: rec.battleCode
});
}
@@ -105,11 +123,27 @@ export class LadderHandler {
let roleId = session.get('roleId');
let { battleCode } = msg;
let rec = await LadderMatchRecModel.findByBattleCode(battleCode);
if(!rec || rec.roleId1 != roleId) return resResult(STATUS.LADDER_REC_NOT_FOUND);
if(rec.status == LADDER_STATUS.COMPLETE || rec.status == LADDER_STATUS.NO) return resResult(STATUS.LADDER_REC_STATUS_IS_COMPLETE);
// 判断是机器人还是真人
let isRobot = rec.defenseInfo.isRobot;
let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rec.defenseInfo.oldRank);
let result = new LadderOppDetailReturn(rec);
if(isRobot) {
result.setByRobot(dicLadderDifficultRatio);
} else {
let hisLadderData = await LadderMatchModel.findByRoleIdAndInclude(rec.roleId2);
let dicWarJson = gameData.warJson.get(dicLadderDifficultRatio.gkId)
result.setByPlayer(hisLadderData, dicWarJson);
let attrByHid = await getHeroesAttributes(rec.roleId2);
for(let [hid, attribute] of attrByHid) {
result.setAttribute(hid, attribute.getAttributesToString());
}
}
// 真人根据ladderMatch的defense和warId对应的出兵表生成heroes
return resResult(STATUS.SUCCESS);
return resResult(STATUS.SUCCESS, result);
}
// 6. 布完阵开始挑战
@@ -117,31 +151,63 @@ export class LadderHandler {
let roleId = session.get('roleId');
let { battleCode, heroes } = msg;
// 检查挑战次数
// 取消 chooseOpp 的倒计时
// 更新ladderMatchRec状态记录下出阵时候玩家选择的顺序
// 开始倒计时当时间到了还没battleEnd的时候算失败并发通知
let rec = await LadderMatchRecModel.findByBattleCode(battleCode);
if(!rec || rec.roleId1 != roleId) return resResult(STATUS.LADDER_REC_NOT_FOUND);
if(rec.status != LADDER_STATUS.CHECK) return resResult(STATUS.LADDER_REC_STATUS_ERR);
return resResult(STATUS.SUCCESS)
let { isOK, heroes: dbHeroes } = await checkBattleHeroesByHid(roleId, heroes.map(cur => cur.actorId));
if(!isOK) return resResult(STATUS.BATTLE_HERO_NOT_FOUND);
let attackHeroes = dbHeroes.map(hero => {
let heroInfo = new LadderOppPlayerHeroInfo();
heroInfo.setByDefenseHero(hero);
return heroInfo;
});
rec = await LadderMatchRecModel.startBattle(battleCode, attackHeroes);
pinus.app.rpc.systimer.systimerRemote.setLadderCountDown.broadcast(rec.battleCode, rec.battleTime, LADDER_STATUS.BATTLE);
return resResult(STATUS.SUCCESS, {
time: rec.battleTime + LADDER.LADDER_BATTLE_COUNTDOWN,
battleCode: rec.battleCode
})
}
// 7. 挑战结算
async battleEnd(msg: { battleCode: string, isSuccess: boolean }, session: BackendSession) {
let roleId = session.get('roleId');
let serverId = session.get('serverId');
let { battleCode, isSuccess } = msg;
let rec = await LadderMatchRecModel.findByBattleCode(battleCode);
if(!rec || rec.roleId1 != roleId) return resResult(STATUS.LADDER_REC_NOT_FOUND);
if(rec.status != LADDER_STATUS.BATTLE) return resResult(STATUS.LADDER_REC_STATUS_ERR);
let ladderData = await LadderMatchModel.findByRoleId(roleId);
if(!ladderData) return resResult(STATUS.LADDER_NOT_OPEN);
// 取消 checkBattle 的倒计时
pinus.app.rpc.systimer.systimerRemote.cancelLadderCountDown.broadcast(battleCode);
let result = new LadderDataReturn();
// 交换双方排名, transaction
// 更新redis
let { isChange, atkLadderMatch, defLadderMatch } = await LadderMatchModel.changeRank(isSuccess, rec.attackInfo, rec.defenseInfo);
// 更新ladderMatchRec状态并记录信息
if(isChange) {
let oppPlayers = await battleEndWhenChange(atkLadderMatch);
await battleEndWhenChange(defLadderMatch);
result.setOppPlayers(oppPlayers);
rec = await LadderMatchRecModel.battleEnd(battleCode, isSuccess, atkLadderMatch.rank, defLadderMatch? defLadderMatch.rank: rec.attackInfo.oldRank);
} else {
rec = await LadderMatchRecModel.battleEnd(battleCode, isSuccess);
}
// 刷新双方的对手并发通知
// 扣挑战次数
ladderData = await LadderMatchModel.updateByRoleId(roleId, { historyRank: atkLadderMatch.rank < ladderData.historyRank? atkLadderMatch.rank: ladderData.historyRank, locked: 0 });
result.setLadderData(ladderData, rec);
// 获取奖励
return resResult(STATUS.SUCCESS)
return resResult(STATUS.SUCCESS, result)
}
// 8. 战5次扫荡

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@@ -18,7 +18,7 @@ export function refreshLadderDaily(ladderData: LadderMatchType) {
let curTime = new Date();
let shouldRefOpp = shouldRefresh(refDaily, curTime);
if (shouldRefOpp) {
refOppCnt = 0; buyCnt = 0; challengeCnt =0; refDaily = curTime;
refOppCnt = 0; buyCnt = 0; challengeCnt = 0; refDaily = curTime;
}
return {
shouldRefOpp,
@@ -176,7 +176,10 @@ function isOver(isBefore: boolean, myRank: number, range: number, result: number
export function checkRank(myRank: number, targetRank: number) {
let dicLadderMatch = getDicLadderMatchByMyRank(myRank);
if(!dicLadderMatch && myRank != 0 && targetRank != 3001) return false;
if(!dicLadderMatch) {
if(myRank == 0 && targetRank == 3001) return true;
return false
}
if(myRank < targetRank) { // 向后打
if(myRank + dicLadderMatch.rangeAfterMax < targetRank) return false;
} else { // 向前打
@@ -263,3 +266,21 @@ export async function ladderTimeout(battleCode: string, status: LADDER_STATUS) {
await sendMessageToUserWithSuc(rec.roleId1, PUSH_ROUTE.LADDER_BATTLE_STOP, { battleCode });
}
}
export async function battleEndWhenChange(ladderMatch: LadderMatchType) {
if(!ladderMatch) return;
// 更新redis
let r = new Rank(REDIS_KEY.LADDER, { serverId: ladderMatch.serverId });
console.log('##### ladderMatch.roleId', ladderMatch.roleId)
r.setRankWithRoleInfo(ladderMatch.roleId, ladderMatch.rank, 0);
// 刷新对手
let oppPlayers = await refreshLadderEnemies(ladderMatch);
await sendMessageToUserWithSuc(ladderMatch.roleId, PUSH_ROUTE.LADDER_RANK_UPDATE, {
oldRank: ladderMatch.oldRank,
newRank: ladderMatch.rank,
oppPlayers
});
return oppPlayers
}

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@@ -5,7 +5,7 @@ import { nowSeconds, getTimeFun, getSeconds } from '../pubUtils/timeUtil';
import { getTodayGuildActivity, gameData } from '../pubUtils/data';
import { pvpSeasonEnd } from './pvpService';
import { getAllOnlineRoles, getAllServers, delGuildActivityRank, getServerCreateTime } from './redisService';
import { GUILD_ACTIVITY_TYPE, REFRESH_TIME, COUNTER, AUCTION_TIME, GM_MAIL_TYPE, SERVER_TIMER, ACTIVITY_TYPE, PUSH_ROUTE, STATUS, LADDER_STATUS, LADDER_CHECK_STOP_TIME, LADDER_BATTLE_STOP_TIME, LADDER_SERVER_GAP_TIME } from '../consts';
import { GUILD_ACTIVITY_TYPE, REFRESH_TIME, COUNTER, AUCTION_TIME, GM_MAIL_TYPE, SERVER_TIMER, ACTIVITY_TYPE, PUSH_ROUTE, STATUS, LADDER_STATUS, LADDER_SERVER_GAP_TIME } from '../consts';
import { pinus } from 'pinus';
import { settleGuildWeekly } from './guildService';
import { SendMailFun, sendMailsByGmMail, } from './mailService';
@@ -17,7 +17,7 @@ import { createNewServer, initMarquee } from './gmService';
import moment = require('moment');
import { CounterModel } from '../db/Counter';
import { reportOneOnline } from './authenticateService';
import { PVP } from '../pubUtils/dicParam';
import { LADDER, PVP } from '../pubUtils/dicParam';
import { fetch37Words } from './sdkService';
import { GMMailModel, GMMailType } from '../db/GMMail';
import { Maintenance, ServerlistModel, ServerlistType } from '../db/Serverlist';
@@ -739,7 +739,7 @@ async function setTakeRankSnapshotSchedule(activityId: number, serverId: number,
// —————————————— 名将擂台 start —————————————— //
export async function setLadderCountDown(battleCode: string, time: number, status: LADDER_STATUS) {
let endTime = time + (status == LADDER_STATUS.CHECK? LADDER_CHECK_STOP_TIME: LADDER_BATTLE_STOP_TIME) + LADDER_SERVER_GAP_TIME;
let endTime = time + (status == LADDER_STATUS.CHECK? LADDER.LADDER_BATTLE_PREPARE_COUNTDOWN: LADDER.LADDER_BATTLE_COUNTDOWN) + LADDER_SERVER_GAP_TIME;
scheduleJob(`ladder${battleCode}`, endTime * 1000, async () => {
await ladderTimeout(battleCode, status);
})

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@@ -165,8 +165,6 @@ export enum LADDER_STATUS {
COMPLETE = 3, // 战斗结束
}
export const LADDER_CHECK_STOP_TIME = 2 * 60;
export const LADDER_BATTLE_STOP_TIME = 5 * 60;
export const LADDER_SERVER_GAP_TIME = 5; // 服务器比客户端晚5秒
export enum LADDER_OPP_STATUS {

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@@ -382,6 +382,7 @@ export const KEY_TO_COMPOSE_FIELD = new Map([
[REDIS_KEY.PVP_RANK, COMPOSE_FIELD_TYPE.ROLE],
[REDIS_KEY.GUILD_FUND, COMPOSE_FIELD_TYPE.GUILD],
[REDIS_KEY.SUM_CE_SNAPSHOT, COMPOSE_FIELD_TYPE.ROLE],
[REDIS_KEY.LADDER, COMPOSE_FIELD_TYPE.ROLE],
]);

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@@ -263,6 +263,10 @@ export const STATUS = {
LADDER_BUY_MAX: { code: 21201, simStr: '名将擂台购买次数达到上限' },
LADDER_RANK_ERROR: { code: 21202, simStr: '该排名玩家不可挑战' },
LADDER_REFRESH_CNT_MAX: { code: 21203, simStr: '刷新次数达到上限' },
LADDER_REC_NOT_FOUND: { code: 21204, simStr: '未找到该条记录' },
LADDER_REC_STATUS_IS_COMPLETE: { code: 21205, simStr: '该战斗已结束' },
LADDER_CHALLENGE_CNT_MAX: { code: 21206, simStr: '挑战次数已达上限' },
LADDER_REC_STATUS_ERR: { code: 21207, simStr: '战斗状态错误' },
// 通用 30000 - 30099
DIC_DATA_NOT_FOUND: { code: 30000, simStr: '数据表未找到' },

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@@ -1,6 +1,6 @@
import BaseModel from './BaseModel';
import { index, getModelForClass, prop, DocumentType, mongoose, Ref } from '@typegoose/typegoose';
import { LadderDefense, LadderOppPlayerInDB } from '../domain/battleField/ladder';
import { LadderDefense, LadderOppPlayerInDB, LadderOppPlayerInfo } from '../domain/battleField/ladder';
import Role from './Role';
@index({ roleId: 1 })
@@ -14,6 +14,8 @@ export default class LadderMatch extends BaseModel {
@prop({ required: true, default: 0 })
rank: number; // 排名
@prop({ required: true, default: 0 })
oldRank: number; // 交换前排名
@prop({ required: true, default: 0 })
historyRank: number; // 历史最高排名
@prop({ required: true, default: 0 })
@@ -66,10 +68,17 @@ export default class LadderMatch extends BaseModel {
return defense;
}
public static async updateByRoleIdAndInclude(roleId: string, params: LadderUpdateInter) {
const defense: LadderMatchType = await LadderMatchModel.findOneAndUpdate({ roleId }, { $set: params}, { new: true })
.populate('role', 'roleId roleName head frame spine heads frames spines title lv updatedAt')
.populate('defense.hero', 'hid skinId quality star colorStar lv')
.lean();
return defense;
}
public static async findAll(serverId: number) {
let result: LadderMatchType[] = [], latestTime = new Date();
while(latestTime) {
let ladderMatch = await LadderMatchModel.find({ serverId, rank: { $gt: 0 }, createdAt: { $lt: latestTime } })
let ladderMatch = await LadderMatchModel.find({ serverId, rank: { $gt: 0, $lte: 3000 }, createdAt: { $lt: latestTime } })
.sort({ createdAt: -1 })
.populate('role', 'roleId roleName head frame spine heads frames spines title lv updatedAt')
.limit(1000);
@@ -83,6 +92,27 @@ export default class LadderMatch extends BaseModel {
const defense: LadderMatchType = await LadderMatchModel.findOneAndUpdate({ roleId, rank, locked: 0 }, { $set: { locked: 1 }}, { new: true }).lean();
return defense;
}
public static async changeRank(isSuccess: boolean, attackInfo: LadderOppPlayerInfo, defenseInfo: LadderOppPlayerInfo) {
// TODO transaction
let atkLadderMatch: LadderMatchType, defLadderMatch: LadderMatchType, isChange = false;
if(defenseInfo.isRobot) {
atkLadderMatch = await LadderMatchModel.findOne({ roleId: attackInfo.roleId }).lean();
if(isSuccess && atkLadderMatch && atkLadderMatch.rank > defenseInfo.oldRank) {
atkLadderMatch = await LadderMatchModel.findOneAndUpdate({ roleId: attackInfo.roleId }, { $set: { rank: defenseInfo.oldRank, oldRank: atkLadderMatch.rank } }, { new: true }).lean();
isChange = true;
}
} else {
atkLadderMatch = await LadderMatchModel.findOne({ roleId: attackInfo.roleId }).lean();
defLadderMatch = await LadderMatchModel.findOne({ roleId: defenseInfo.roleId }).lean();
if(isSuccess && atkLadderMatch && defLadderMatch && atkLadderMatch.rank > defLadderMatch.rank) {
atkLadderMatch = await LadderMatchModel.findOneAndUpdate({ roleId: attackInfo.roleId }, { $set: { rank: defLadderMatch.rank, oldRank: atkLadderMatch.rank } }, { new: true }).lean();
defLadderMatch = await LadderMatchModel.findOneAndUpdate({ roleId: defenseInfo.roleId }, { $set: { rank: atkLadderMatch.rank, oldRank: defLadderMatch.rank } }, { new: true }).lean();
isChange = true;
}
}
return { isChange, atkLadderMatch, defLadderMatch }
}
}
export const LadderMatchModel = getModelForClass(LadderMatch);

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@@ -5,7 +5,7 @@ import { Defense, Attack, LineupCe, OppPlayer, HeroScore, } from '../domain/batt
import { CounterModel } from './Counter';
import { COUNTER, LADDER_STATUS } from '../consts';
import { EXTERIOR, PVP } from '../pubUtils/dicParam';
import { LadderDefense, LadderOppPlayerInfo } from '../domain/battleField/ladder';
import { LadderDefense, LadderOppPlayerInfo, LadderOppPlayerHeroInfo } from '../domain/battleField/ladder';
import { genCode } from '../pubUtils/util';
import { nowSeconds } from '../pubUtils/timeUtil';
@@ -56,12 +56,41 @@ export default class LadderMatchRec extends BaseModel {
}
public static async timeout(battleCode: string) {
const result: LadderMatchRecType = await LadderMatchRecModel.findOneAndUpdate({ battleCode }, { $set: { status: LADDER_STATUS.COMPLETE, timeout: true } }).lean();
const result: LadderMatchRecType = await LadderMatchRecModel.findOneAndUpdate({ battleCode }, { $set: { status: LADDER_STATUS.COMPLETE, timeout: true } }, { new: true }).lean();
return result;
}
public static async giveup(battleCode: string) {
const result: LadderMatchRecType = await LadderMatchRecModel.findOneAndUpdate({ battleCode }, { $set: { status: LADDER_STATUS.NO } }).lean();
const result: LadderMatchRecType = await LadderMatchRecModel.findOneAndUpdate({ battleCode }, { $set: { status: LADDER_STATUS.NO } }, { new: true }).lean();
return result;
}
public static async findByBattleCode(battleCode: string, select: string = '') {
const result: LadderMatchRecType = await LadderMatchRecModel.findOne({ battleCode }).select(select).lean();
return result;
}
public static async startBattle(battleCode: string, attackHeroes: LadderOppPlayerHeroInfo[]) {
const result: LadderMatchRecType = await LadderMatchRecModel.findOneAndUpdate({ battleCode }, {
$set: { status: LADDER_STATUS.BATTLE, battleTime: nowSeconds(), 'attackInfo.heroes': attackHeroes }
}, { new: true }).lean();
return result;
}
public static async battleEnd(battleCode: string, isSuccess: boolean, atkNewRank?: number, defNewRank?: number) {
let update: LadderMatchRecUpdate = { status: LADDER_STATUS.COMPLETE, endTime: nowSeconds() };
if(isSuccess) {
update['attackInfo.isSuccess'] = true;
update['defenseInfo.isSuccess'] = false;
}
if(atkNewRank != undefined && defNewRank != undefined) {
update['attackInfo.rank'] = atkNewRank;
update['attackInfo.oldRank'] = defNewRank;
update['defenseInfo.rank'] = defNewRank;
update['defenseInfo.oldRank'] = atkNewRank;
}
const result: LadderMatchRecType = await LadderMatchRecModel.findOneAndUpdate({ battleCode }, { $set: update }, { new: true }).lean();
return result;
}
}
@@ -69,4 +98,4 @@ export default class LadderMatchRec extends BaseModel {
export const LadderMatchRecModel = getModelForClass(LadderMatchRec);
export interface LadderMatchRecType extends Pick<DocumentType<LadderMatchRec>, keyof LadderMatchRec> { };
export type pvpUpdateInter = Partial<LadderMatchRecType>;
export type LadderMatchRecUpdate = Partial<LadderMatchRecType>;

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@@ -1,5 +1,5 @@
import { mongoose, prop, Ref } from "@typegoose/typegoose";
import { LADDER_BATTLE_STOP_TIME, LADDER_CHECK_STOP_TIME, LADDER_STATUS } from "../../consts";
import { LADDER_STATUS } from "../../consts";
import Hero, { HeroType } from '../../db/Hero';
import { LadderMatchType } from "../../db/LadderMatch";
import { LadderMatchRecType } from "../../db/LadderMatchRec";
@@ -137,6 +137,7 @@ export class LadderOppPlayerInfo {
this.lv = role.lv;
this.isSuccess = isSuccess;
this.heroes = heroes;
this.isRobot = false;
}
initByRobot(dicLadderDifficultRatio: DicLadderDifficultRatio, heroes: LadderOppPlayerHeroInfo[], isSuccess: boolean) {
@@ -149,7 +150,9 @@ export class LadderOppPlayerInfo {
this.lv = dicLadderDifficultRatio.level;
this.isSuccess = isSuccess;
this.heroes = heroes;
this.isRobot = true;
}
}
// defense字段 接口返回
@@ -245,9 +248,9 @@ export class LadderDataReturn {
if(ladderRec) {
this.status = ladderRec.status;
if(this.status == LADDER_STATUS.BATTLE) {
this.time = ladderRec.battleTime + LADDER_BATTLE_STOP_TIME;
this.time = ladderRec.battleTime + LADDER.LADDER_BATTLE_COUNTDOWN;
} else if (this.status == LADDER_STATUS.CHECK) {
this.time = ladderRec.checkTime + LADDER_CHECK_STOP_TIME;
this.time = ladderRec.checkTime + LADDER.LADDER_BATTLE_PREPARE_COUNTDOWN;
}
}
}
@@ -307,4 +310,105 @@ export class LadderOppLineupReturn {
this.heroes.push(hero);
}
}
}
// getOppData接口的返回
export class LadderOppDetailHeroReturn {
actorId: number = 0; // 武将id
skinId: number = 0; // 皮肤idfashions表的heroId
actorName: string = ''; // 武将名
dataId: number = 0; // 出兵表唯一id
relation: number = 0; // 地方还是我方
dirction: number = 0; // 方向
outIndex: number = 0; // 玩家设置的出场顺序即order字段
x: number = 0; // 战场x坐标
y: number = 0; // 战场y坐标
var: number = 0; // 变量
lv: number = 0; // 等级
hide: number = 0; // 是否隐藏
initial_ai: number = 0; // ai类型
attribute: string = ''; // 武将属性,格式 id&val|id&val|...这里的次级属性都是没有除1000的值
star: number = 0; // 星级
colorStar: number = 0; // 彩星
quality: number = 0; // 品质
skill: string = ''; // 技能
seid: string = ''; // 技能
spine: string = ''; // 动画
constructor(warJson: DicWarJson, defensHero: LadderDefenseHero) {
this.dataId = warJson.actorId;
this.relation = warJson.relation;
this.dirction = warJson.dirction;
this.x = warJson.x;
this.y = warJson.y;
this.var = warJson.var;
this.hide = warJson.hide;
if(defensHero) {
this.outIndex = defensHero.order;
this.initial_ai = defensHero.ai;
let hero = <HeroType>defensHero.hero;
if(hero) {
this.actorId = hero.hid;
this.skinId = hero.skinId;
this.actorName = hero.hName;
this.lv = hero.lv;
}
}
}
setAttribute(attribute: string) {
this.attribute = attribute;
}
}
// getOppData接口的返回
export class LadderOppDetailReturn {
battleCode: string = '';
roleId: string = '';
status: LADDER_STATUS = LADDER_STATUS.NO;
time: number = 0;
isRobot: boolean = false;
title: number = 1;
warId: number = 0;
heroes: LadderOppDetailHeroReturn[] = [];
constructor(ladderRec: LadderMatchRecType) {
this.battleCode = ladderRec.battleCode;
this.roleId = ladderRec.roleId2;
this.status = ladderRec.status;
if(this.status == LADDER_STATUS.BATTLE) {
this.time = ladderRec.battleTime + LADDER.LADDER_BATTLE_COUNTDOWN;
} else if (this.status == LADDER_STATUS.CHECK) {
this.time = ladderRec.checkTime + LADDER.LADDER_BATTLE_PREPARE_COUNTDOWN;
}
}
setByPlayer(ladderMatch: LadderMatchType, warJsons: DicWarJson[]) {
this.isRobot = false;
let role = <RoleType>ladderMatch.role;
this.title = role.title;
if(ladderMatch.defense) {
this.warId = ladderMatch.defense.warId;
let heroes = ladderMatch.defense.heroes||[];
for(let hero of heroes) {
let warJson = warJsons.find(cur => cur.dataId == hero.dataId);
if(warJson) {
let obj = new LadderOppDetailHeroReturn(warJson, hero);
this.heroes.push(obj);
}
}
}
}
setByRobot(dicLadderDifficultRatio: DicLadderDifficultRatio) {
this.isRobot = true;
this.roleId = `robot${dicLadderDifficultRatio.rank}`;
this.warId = dicLadderDifficultRatio.gkId;
}
setAttribute(hid: number, attribute: string) {
let hero = this.heroes.find(cur => cur.actorId == hid);
if(hero) hero.setAttribute(attribute);
}
}