军团活动:诸侯混战露出的接口
This commit is contained in:
@@ -1,10 +1,22 @@
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import { Application, ChannelService, BackendSession } from "pinus";
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import { GUILD_ACTIVITY_TYPE, STATUS, CITY_STATUS } from "../../../consts";
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import { Application, ChannelService, BackendSession, pinus } from "pinus";
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import { GUILD_ACTIVITY_TYPE, STATUS, REDIS_KEY, GUILD_POINT_WAYS } from "../../../consts";
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import { resResult } from "../../../pubUtils/util";
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import { getGuildActivityStatus } from "../../../services/guildActivityService";
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import { getGuildActivityStatus, getCityActivityObj, getCityStatus as pubGetCityStatus, getCities, getCityActivityRank } from "../../../services/guildActivityService";
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import { GuildActivityCityModel } from "../../../db/GuildActivityCity";
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import { CityParam } from "../../../domain/battleField/guildActivity";
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import { gameData } from "../../../pubUtils/data";
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import { UserGuildActivityRecModel } from "../../../db/UserGuildActivityRec";
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import { leaveCityChannel, addRoleToCityChannel, getCityChannelSid } from "../../../services/chatService";
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import { UserGuildModel } from "../../../db/UserGuild";
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import { GuildActivityRecordModel } from "../../../db/GuildActivityRec";
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import { nowSeconds, getBeforeMinuteSeconds } from "../../../pubUtils/timeUtil";
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import { getGoldObject } from "../../../pubUtils/itemUtils";
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import { GUILDACTIVITY } from "../../../pubUtils/dicParam";
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import { handleCost } from "../../../services/rewardService";
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import { getRankScore, getCityKeyName, getGuildKeyName, setGuildActivityRank, setRank } from "../../../services/redisService";
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import { RoleModel, RoleType } from "../../../db/Role";
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import { RankParam, GuildRankParam } from "../../../domain/rank";
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import { GuildModel } from "../../../db/Guild";
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import { addActive } from "../../../services/guildService";
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export default function (app: Application) {
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return new CityActivityHandler(app);
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@@ -30,36 +42,7 @@ export class CityActivityHandler {
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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const dbCities = await GuildActivityCityModel.getAllCities(serverId);
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let cities = new Array<CityParam>();
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for(let [ cityId, dic ] of gameData.cityActivity) {
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let param = new CityParam(cityId);
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let curCity = dbCities.find(cur => cur.cityId == cityId);
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let preCity = dic.preCity;
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if(preCity && preCity.length) {
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let hasGuardCity = dbCities.find(cur => {
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return preCity.includes(cur.cityId) && cur.guardGuildCode == guildCode;
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});
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if(!!hasGuardCity) {
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param.status = CITY_STATUS.CAN_DECLARE;
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}
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} else {
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param.status = CITY_STATUS.CAN_DECLARE;
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}
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if(curCity) {
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if(curCity.guardGuildCode == guildCode) {
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param.status = CITY_STATUS.GUARD;
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} else if (curCity.declareGuilds.includes(guildCode)) {
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param.status = CITY_STATUS.DECLARED;
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}
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param.guardGuildCode = curCity.guardGuildCode;
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param.guardGuildName = curCity.guardGuildName;
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param.declareCount = curCity.declareCount;
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}
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cities.push(param);
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}
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let cities = getCities(guildCode, dbCities);
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return resResult(STATUS.SUCCESS, {
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...statusResult,
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@@ -68,27 +51,234 @@ export class CityActivityHandler {
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}
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// 获取单个城池状态
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async getCityStatus(msg: {}, session: BackendSession) {
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async getCityStatus(msg: { cityId: 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 serverId = session.get('serverId');
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const guildCode = session.get('guildCode');
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let sid = session.get('sid');
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const { cityId } = msg;
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let dicCity = gameData.cityActivity.get(cityId);
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if(!dicCity) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let obj = getCityActivityObj();
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let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp);
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let myGuildActivityRec = await UserGuildActivityRecModel.findByRoleId(roleId, this.aid);
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let challengeTime = 0;
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if(myGuildActivityRec) {
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challengeTime = myGuildActivityRec.challengeTime;
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}
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const dbCities = await GuildActivityCityModel.getAllCities(serverId);
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let cityStatus = pubGetCityStatus(guildCode, cityId, dicCity.preCity, dbCities);
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let historyCity = obj.getHistoryCity(roleId);
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if(historyCity) {
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await leaveCityChannel(roleId, sid, historyCity);
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}
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await addRoleToCityChannel(roleId, sid, cityId);
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obj.setHistoryCity(roleId, cityId);
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let ranks = await getCityActivityRank(guildCode, serverId, cityId, roleId, roleName);
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return resResult(STATUS.SUCCESS, {
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cityId,
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...statusResult,
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cityStatus,
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gateHp,
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challengeTime,
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...ranks
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});
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}
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// 宣战
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async declareCity(msg: {}, session: BackendSession) {
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async declareCity(msg: { cityId: 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 serverId = session.get('serverId');
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const guildCode = session.get('guildCode');
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//TODO 权限校验
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let { cityId } = msg;
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let checkResult = await GuildActivityCityModel.checkDeclartion(serverId, guildCode);
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if(!!checkResult) return resResult(STATUS.HAS_DECLARED);
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let rec = await GuildActivityCityModel.declare(serverId, cityId, guildCode);
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let chatSid = await getCityChannelSid(guildCode);
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pinus.app.rpc.chat.guildRemote.sendGuildCityDeclare.toServer(chatSid, cityId, guildCode, rec.declareCount);
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let obj = getCityActivityObj();
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obj.pushGuild(guildCode, serverId, cityId);
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const dbCities = await GuildActivityCityModel.getAllCities(serverId);
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let cities = getCities(guildCode, dbCities);
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return resResult(STATUS.SUCCESS, { cities });
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}
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// 开始挑战
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async checkBattle(msg: {}, session: BackendSession) {
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async checkBattle(msg: {cityId: number, costGold: boolean, heroes: number[]}, session: BackendSession) {
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let { cityId, costGold, heroes } = msg;
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if(!heroes || heroes.length <= 0) return resResult(STATUS.WRONG_PARMS);
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const roleId = session.get('roleId');
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const roleName = session.get('roleName');
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const serverId = session.get('serverId');
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const guildCode = session.get('guildCode');
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const sid = session.get('sid');
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if(!guildCode) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH);
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let obj = getCityActivityObj();
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const dicCity = gameData.cityActivity.get(cityId);
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let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp);
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if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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// TODO 测试完成后去掉这条判断
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// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
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let userGuild = await UserGuildModel.getMyGuild(roleId, 'job');
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let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid);
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if(!guildActivityRec) return resResult(STATUS.INTERNAL_ERR);
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let { code: sourceCode } = guildActivityRec;
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let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, this.aid);
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if(costGold) {
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let goldObj = getGoldObject(GUILDACTIVITY.CITYACTIVITY_CD_COST);
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const costRes = await handleCost(roleId, sid, [goldObj]);
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if (!costRes) {
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return resResult(STATUS.BATTLE_GOLD_NOT_ENOUGH);
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}
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} else {
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if(myGuildActivityRec.challengeTime > nowSeconds()) {
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return resResult(STATUS.CHALLENGE_TIME_NOT_REACH);
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}
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}
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myGuildActivityRec = await UserGuildActivityRecModel.incChallengeCnt(myGuildActivityRec.code, heroes);
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let { code } = myGuildActivityRec;
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// 更新公会参与的玩家
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obj.pushMembers(guildCode, roleId, userGuild.job);
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// // 返回当前军团总军功
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let guildScore = await getRankScore(getCityKeyName(REDIS_KEY.CITY_ACTIVITY, cityId), serverId, guildCode);
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const dbCities = await GuildActivityCityModel.getAllCities(serverId);
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let cityStatus = pubGetCityStatus(guildCode, cityId, dicCity.preCity, dbCities);
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return resResult(STATUS.SUCCESS, {
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code,
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cityId,
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cityStatus,
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...statusResult,
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gateHp,
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guildScore,
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myScore: 0
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});
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}
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// 上报城门受到伤害
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async hitGate(msg: {}, session: BackendSession) {
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async hitGate(msg: { cityId: number, code: string, damage: number, hid: number, round: 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 serverId = session.get('serverId');
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const guildCode = session.get('guildCode');
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const sid = session.get('sid');
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let { cityId, code, damage, hid, round } = msg;
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if(!damage || damage < 0) return resResult(STATUS.WRONG_PARMS);
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const dicCity = gameData.cityActivity.get(cityId);
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let obj = getCityActivityObj();
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let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp);
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if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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// TODO 测试完成后去掉这条判断
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// if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
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let pushResult = await UserGuildActivityRecModel.pushCityRecord(code, { round, hid, damage });
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if(!pushResult) return resResult(STATUS.WRONG_PARMS);
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gateHp = obj.getGateHpAndInc(serverId, cityId, -1 * damage);
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if(gateHp <= 0) {
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// TODO 推送 停止活动并结算奖励
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}
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// 推送 城门血量
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let chatSid = await getCityChannelSid(cityId);
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pinus.app.rpc.chat.guildRemote.pushCityGateHp.toServer(chatSid, cityId, gateHp);
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// 更新redis数据
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let role = await RoleModel.findByRoleId(roleId);
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let { lv, vLv, head, frame, spine, title } = role;
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let userParam = new RankParam(roleName, lv, vLv, head, frame, spine, title);
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let myScore = await setGuildActivityRank(REDIS_KEY.USER_CITY_ACTIVITY, guildCode, serverId, roleId, damage, Date.now(), userParam);
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let guild = await GuildModel.findByCode(guildCode, serverId);
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let leader = <RoleType>guild.leader;
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let params = new GuildRankParam(guild.icon, guild.name, guild.lv, leader);
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let guildScore = await setRank(REDIS_KEY.GATE_ACTIVITY, serverId, guild.code, damage, Date.now(), params, true);
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return resResult(STATUS.SUCCESS, {
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code,
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...statusResult,
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guildScore,
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myScore,
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gateHp
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})
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}
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// 结束挑战
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async battleEnd(msg: {}, session: BackendSession) {
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async battleEnd(msg: { cityId: number, code: string, isSuccess: boolean }, session: BackendSession) {
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let guildCode = session.get('guildCode');
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let serverId = session.get('serverId');
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let { cityId, code, isSuccess } = msg;
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let obj = getCityActivityObj();
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let statusResult = getGuildActivityStatus(this.aid);
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if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let dicCity = gameData.cityActivity.get(cityId);
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if(!dicCity) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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// 更新userGuildActivityRecord
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let challengeTime = getBeforeMinuteSeconds(-1 * GUILDACTIVITY.CITYACTIVITY_CD_COST);
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let myGuildActivityRec = await UserGuildActivityRecModel.updateInfo(code, { isSuccess, isCompleted: true, cityId, challengeTime });
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if(!myGuildActivityRec) return resResult(STATUS.INTERNAL_ERR);
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// 发放活跃
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await addActive(roleId, serverId, GUILD_POINT_WAYS.ACTIVITY); //获得活跃值
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// 返回当前军团总军功
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let guildScore = await getRankScore(getCityKeyName(REDIS_KEY.CITY_ACTIVITY, cityId), serverId, guildCode);
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let myScore = await getRankScore(getGuildKeyName(REDIS_KEY.USER_CITY_ACTIVITY, guildCode), serverId, roleId, true);
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let gateHp = obj.getGateHpAndInc(serverId, cityId, dicCity.hp);
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return resResult(STATUS.SUCCESS, {
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isSuccess,
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code,
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...statusResult,
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guildScore,
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myScore,
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gateHp,
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challengeTime: myGuildActivityRec.challengeTime
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});
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}
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}
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