镇念塔:获取任务

This commit is contained in:
luying
2021-08-16 20:12:24 +08:00
parent 10265c6723
commit e1f4d7b52a
6 changed files with 184 additions and 98 deletions

View File

@@ -1,13 +1,13 @@
import { STATUS } from './../../../consts/statusCode';
import { HANG_UP_CONSTS, GOLD_COST_RATIO, TOWER_TASK_CONST, REDIS_KEY } from './../../../consts';
import { TowerTaskRecModel } from './../../../db/TowerTaskRec';
import { TowerTaskRecModel, TowerTaskRecType } from './../../../db/TowerTaskRec';
import { HangUpSpdUpRecModel } from './../../../db/HangUpSpdUpRec';
import { HangUpRecordModel } from './../../../db/HangUpRecord';
import { RoleModel } from './../../../db/Role';
import { TowerRecordModel } from './../../../db/TowerRecord';
import { Application, BackendSession } from 'pinus';
import { resResult, shouldRefresh, calculateNum, genCode } from '../../../pubUtils/util';
import { calcuHangUpReward, checkTaskConditions, checkHangUpSpdUpCnt, createCurTasks, treatTask, getRemainTime, getDoingOrWaitingTasks, getTowerStatus, getHungupRewards, getTasks } from '../../../services/battleService';
import { calcuHangUpReward, checkTaskConditions, checkHangUpSpdUpCnt, refreshTasks, treatTask, getRemainTime, getDoingOrWaitingTasks, getTowerStatus, getHungupRewards, getTasks, checkTaskRewards } from '../../../services/battleService';
import { addItems, handleCost } from '../../../services/rewardService';
import { checkBattleHeroes } from '../../../services/normalBattleService';
import { getGoldObject } from '../../../pubUtils/itemUtils';
@@ -152,13 +152,12 @@ export class TowerBattleHandler {
}
// 只刷掉当前面板上没有做派遣的任务
const batchCode = genCode(8);
let batchCode = genCode(8);
let curTasks = await TowerTaskRecModel.getCurTasks(roleId); // 当前显示中的任务
let {waitingTaskCode, doingTaskCode, doingIds} = getDoingOrWaitingTasks(curTasks, curTime);
await TowerTaskRecModel.hideTask(roleId, waitingTaskCode); // 隐藏没有在做的任务
await TowerTaskRecModel.updateBatchCode(roleId, doingTaskCode, batchCode); // 更新留下来的旧任务的batchCode
await createCurTasks(towerLv, batchCode, roleId, roleName, 0, waitingTaskCode.length, doingIds);
curTasks = await TowerTaskRecModel.getCurTasks(roleId);
for(let task of curTasks) {
if(task) batchCode = task.batchCode;
}
curTasks = await refreshTasks(towerLv, batchCode, roleId, roleName, curTasks);
await RoleModel.increaseTowerRefCnt(roleId, 1);
let refRemainTime = getRemainTime(curTime);
@@ -222,39 +221,30 @@ export class TowerBattleHandler {
let roleName = session.get('roleName');
let sid = session.get('sid');
let allFlag = !msg.taskCode;
const { batchCode, taskCode } = msg;
let allFlag = !taskCode;
const curTime = new Date();
let curTasks = await TowerTaskRecModel.getCurTasks(roleId);
if (!curTasks || curTasks.length == 0) {
let tasks: TowerTaskRecType[] = [];
if(allFlag) {
tasks = await TowerTaskRecModel.getCurTasks(roleId);
} else {
let task = await TowerTaskRecModel.getTaskByCode(roleId, taskCode);
if(task) tasks.push(task);
}
if (!tasks || tasks.length == 0) {
return resResult(STATUS.TOWER_TASK_NOT_FOUND);
}
const compTasks: string[] = [];
let rewards: ItemInter[] = [];
for (let task of curTasks) {
if (task.batchCode !== msg.batchCode) {
return resResult(STATUS.TOWER_TASK_BATCH_NOT_FOUND);
}
if ((allFlag || task.taskCode === msg.taskCode) && task.status === 1) {
let {completeTime, reward, termsForAdd, additionalReward} = gameData.towerTask.get(task.taskId);
if (task.sendTime && task.sendTime.getTime() + completeTime * 1000 < curTime.getTime()) {
compTasks.push(task.taskCode);
rewards = rewards.concat(reward);
if(termsForAdd) {
const result = await checkTaskConditions(roleId, task.heroes, termsForAdd);
if(result) {
rewards = rewards.concat(additionalReward)
}
}
}
}
const checkResult = await checkTaskRewards(roleId, batchCode, tasks);
if (!checkResult) {
return resResult(STATUS.TOWER_TASK_BATCH_NOT_FOUND);
}
const { compTasks, rewards } = checkResult;
let goods = await addItems(roleId, roleName, sid, rewards);
await TowerTaskRecModel.finishTask(msg.batchCode, compTasks);
await TowerTaskRecModel.showTask(roleId, msg.batchCode, compTasks.length);
let refRemainTime = getRemainTime(curTime);
curTasks = await TowerTaskRecModel.getCurTasks(roleId); // 当前显示中的任务
let curTasks = await TowerTaskRecModel.getCurTasks(roleId); // 当前显示中的任务
let costGold = TOWER_TASK_CONST.COST_GOLD;
return resResult(STATUS.SUCCESS, { curTasks: treatTask(curTasks, curTime), goods, refRemainTime, nextCostGold: costGold });
}

View File

@@ -1,14 +1,14 @@
import { HeroModel } from './../db/Hero';
import { HangUpRecordModel } from './../db/HangUpRecord';
import { pinus } from 'pinus';
import { HANG_UP_CONSTS, TOWER_TASK_CONST, REDIS_KEY, TASK_TYPE, TIME_OUTPUT_TYPE, GOLD_COST_RATIO } from './../consts';
import { HANG_UP_CONSTS, TOWER_TASK_CONST, REDIS_KEY, TASK_TYPE, TIME_OUTPUT_TYPE, GOLD_COST_RATIO, TOWER_TASK_STATUS, MAIL_TYPE } from './../consts';
import { BattleRecordModel } from './../db/BattleRecord';
import { TowerRecordModel } from './../db/TowerRecord';
import { RoleModel, RoleType } from './../db/Role';
import { shouldRefresh, resResult, cal, getRandEelmWithWeight, calculateNum, genCode } from '../pubUtils/util';
import { STATUS } from '../consts/statusCode';
import { HangUpSpdUpRecModel } from '../db/HangUpSpdUpRec';
import { TowerTaskRecModel } from '../db/TowerTaskRec';
import { TowerTaskRecModel, TowerTaskRecType } from '../db/TowerTaskRec';
import { cloneDeep } from 'lodash';
import { Rank } from './rankService';
import { checkActivityTask, checkTask } from './taskService';
@@ -16,6 +16,8 @@ import { getRandExpedition, gameData } from '../pubUtils/data';
import { ItemInter, RewardInter } from '../pubUtils/interface';
import { getTimeFunM } from '../pubUtils/timeUtil';
import { ComRoleStatusHero } from '../db/ComBattleTeam';
import { sendMailByContent } from './mailService';
import { DicTowerTask } from '../pubUtils/dictionary/DicTowerTask';
/**
* 获取当前镇念塔状态
@@ -90,11 +92,15 @@ export async function getTasks(role: RoleType) {
if(needRefresh) {
const batchCode = genCode(8);
let {waitingTaskCode, doingTaskCode, doingIds} = getDoingOrWaitingTasks(curTasks, curTime);
await TowerTaskRecModel.hideTask(roleId, waitingTaskCode); // 隐藏没有在做的任务
await TowerTaskRecModel.updateBatchCode(roleId, doingTaskCode, batchCode); // 更新留下来的旧任务的batchCode
await createCurTasks(towerLv, batchCode, roleId, roleName, doingTaskCode.length, TOWER_TASK_CONST.RAND_CNT-doingTaskCode.length, doingIds); // 新建任务
curTasks = await TowerTaskRecModel.getCurTasks(roleId);
let preTasks = await TowerTaskRecModel.getPreTasks(roleId);
if(preTasks && preTasks.length) {
let checkResult = await checkTaskRewards(roleId, preTasks[0].batchCode, preTasks );
if(!checkResult) return false;
await sendMailByContent(MAIL_TYPE.TOWER_TASK_REWARD, roleId, { goods: checkResult.rewards });
await TowerTaskRecModel.finishTask(preTasks[0].batchCode, preTasks.map(cur => cur.taskCode));
}
curTasks = await refreshTasks(towerLv, batchCode, roleId, roleName, []); // 新建任务
// 重置派遣次数
const role = await RoleModel.resetTowerCnt(roleId, curTime);
@@ -107,6 +113,29 @@ export async function getTasks(role: RoleType) {
return {curTasks: treatTask(curTasks, curTime), refRemainTime, nextCostGold}
}
export async function checkTaskRewards(roleId: string, batchCode: string, tasks: TowerTaskRecType[]) {
const curTime = new Date();
let compTasks: string[] = [];
let rewards: RewardInter[] = [];
for (let task of tasks) {
if(task.batchCode != batchCode) return false;
if ( task.status === TOWER_TASK_STATUS.DOINING) {
let {completeTime, reward, termsForAdd, additionalReward} = gameData.towerTask.get(task.taskId);
if (task.sendTime && task.sendTime.getTime() + completeTime * 1000 < curTime.getTime()) {
compTasks.push(task.taskCode);
rewards.push(...reward);
if(termsForAdd) {
const result = await checkTaskConditions(roleId, task.heroes, termsForAdd);
if(result) {
rewards.push(...additionalReward);
}
}
}
}
}
return { compTasks, rewards };
}
export async function checkTowerWar(roleId: string, battleId: number, heroes: Array<number>) {
let { towerLv } = await RoleModel.findByRoleId(roleId);
const towerInfo = gameData.tower.get(towerLv);
@@ -348,45 +377,79 @@ export async function checkTaskConditions(roleId: string, heroes: number[], cond
return res;
}
/**
* 创建新的派遣任务
* @param towerLv 玩家层数
* @param roleId 玩家id
* @param roleName 玩家名
* @param hideNum 隐藏的任务数量
*/
export async function createCurTasks(towerLv: number, batchCode: string, roleId: string, roleName: string, hideNum: number, showNum: number, rids: Array<number>) {
let randomList = [];
let dicTask = gameData.towerTask;
for (let [_id, task] of dicTask) {
let { suitFloor: { min, max } } = task;
let flag = max ? (towerLv >= min && towerLv <= max) : (towerLv >= min);
if (flag) {
randomList.push(task);
export async function refreshTasks(towerLv: number, batchCode: string, roleId: string, roleName: string, oldTasks:TowerTaskRecType[]) {
let ridTaskIds: number[] = [];
let positions = new Map<number, TowerTaskRecType> (); // 需要创建或更新
for(let i = 1; i <= TOWER_TASK_CONST.RAND_CNT; i++) { // TODO 改为系统参数表
positions.set(i, null);
}
for(let task of oldTasks) {
if( task.status == TOWER_TASK_STATUS.WAITING ) {
positions.set(task.position, task);
} else {
positions.delete(task.position);
ridTaskIds.push(task.taskId);
}
}
let returnTasks = new Array();
const arr = [{ refreshStatus: 0, num: hideNum }, { refreshStatus: 1, num: showNum }];
for (let { refreshStatus, num } of arr) {
let taskIds = [];
for (let i = 0; i < num; i++) {
let list = randomList.filter(cur => !rids.includes(cur.taskId));
let { dic: tmp } = getRandEelmWithWeight(list);
if (tmp) {
taskIds.push(tmp.taskId);
rids.push(tmp.taskId)
let tasks: TowerTaskRecType[] = [];
for(let [ position, task ] of positions) {
let taskId = randomTaskId(towerLv, task?task.taskId: 0, ridTaskIds);
if(task) { // 更新
await TowerTaskRecModel.updateTask(roleId, batchCode, position, taskId);
} else {
await TowerTaskRecModel.createTask(roleId, roleName, batchCode, taskId, position);
}
ridTaskIds.push(taskId);
}
return tasks
}
function randomTaskId(towerLv: number, oldTaskId: number, rids: number[]) {
let randomList: DicTowerTask[] = [];
let dicTask = gameData.towerTask;
let oldQuality = dicTask.has(oldTaskId)? dicTask.get(oldTaskId).quality: 0;
for (let [_id, task] of dicTask) {
if(task.quality >= oldQuality + 1) {
let { suitFloor: { min, max } } = task;
let flag = max ? (towerLv >= min && towerLv <= max) : (towerLv >= min);
if (flag) {
randomList.push(task);
}
}
const curTasks = await TowerTaskRecModel.createTasks(roleId, roleName, batchCode, taskIds, refreshStatus);
if (refreshStatus == 1) {
returnTasks = curTasks;
}
}
return returnTasks;
let list = randomList.filter(cur => !rids.includes(cur.taskId));
let { dic } = getRandEelmWithWeight(list);
return dic.taskId;
}
// /**
// * 创建新的派遣任务
// * @param towerLv 玩家层数
// * @param roleId 玩家id
// * @param roleName 玩家名
// * @param hideNum 隐藏的任务数量
// */
// export async function createCurTasks(towerLv: number, batchCode: string, roleId: string, roleName: string, hideNum: number, showNum: number, rids: Array<number>) {
// let returnTasks = new Array();
// const arr = [{ refreshStatus: 0, num: hideNum }, { refreshStatus: 1, num: showNum }];
// for (let { refreshStatus, num } of arr) {
// let taskIds = [];
// for (let i = 0; i < num; i++) {
// }
// const curTasks = await TowerTaskRecModel.createTasks(roleId, roleName, batchCode, taskIds, refreshStatus);
// if (refreshStatus == 1) {
// returnTasks = curTasks;
// }
// }
// return returnTasks;
// }
export function getRemainTime(curTime: Date) {
let nextTime = <number>getTimeFunM(curTime).getAfterDayWithHour(1);
return Math.floor((nextTime - curTime.getTime()) / 1000);