寻宝:提取添加机器人的逻辑;部分其它bug修复和优化

This commit is contained in:
liangtongchuan
2021-02-19 21:07:49 +08:00
parent 45ce962709
commit ee4c9f7adf
3 changed files with 128 additions and 88 deletions
+97 -9
View File
@@ -8,7 +8,7 @@ import { EquipPrintDropType, EquipPrintDropModel } from './../db/EquipPrintDrop'
import { FriendPointModel } from './../db/FriendPoint';
import { STATUS } from './../consts/statusCode';
import { COM_TEAM_STATUS, CURRENCY_BY_TYPE, CURRENCY_TYPE, FRIEND_DROP_TYPE, COM_BTL_CONST, FRIEND_DROP_MAX } from './../consts';
import { RoleStatus, ComBattleTeamModel } from './../db/ComBattleTeam';
import { RoleStatus, ComBattleTeamModel, ComBattleTeamType } from './../db/ComBattleTeam';
import { getBluePrtByQuality, getComBtlSetByQuality, getRewardByBlueprtId, getWarById, getWarIdByBlueprtId, comBtlRangeInfo, getGoodById, comBtlRangeByLv, getBossHpByBlueprtId } from "../pubUtils/gamedata";
import { getRandEelm, getRandValue, resResult, ratioReward, getRandValueByMinMax, getRandomWithWeight, decodeStr, getRobotInfo, reduceCe } from "../pubUtils/util";
import { getRandRobot, transBossHpArr } from "./battleService";
@@ -346,7 +346,7 @@ export function comBtlLvInvalid(lv: number, lvRange: number) {
return lv < minLv;
}
export async function dismissTeam(teamStatus, teamMap: Map<string, any>, roleId: string, teamDisTimer: Map<string, NodeJS.Timer>, app) {
export async function dismissTeam(teamStatus, teamMap: Map<string, any>, roleId: string, teamDisTimer: Map<string, NodeJS.Timer>, channel) {
const { teamCode } = teamStatus;
if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID);
if (teamStatus.status !== COM_TEAM_STATUS.DEFAULT) return resResult(STATUS.COM_BATTLE_DISSMISS_ERR);
@@ -358,19 +358,17 @@ export async function dismissTeam(teamStatus, teamMap: Map<string, any>, roleId:
let rmSt = teamMap.delete(teamCode);
if (!rmSt) return resResult(STATUS.COM_BATTLE_DISSMISS_ERR);
let channelService = app.get('channelService');
let channel = channelService.getChannel(teamCode, false);
channel.pushMessage('onTeamDismiss', resResult(STATUS.SUCCESS, {teamCode}));
channel.destroy();
clearComBtlTimer(teamCode, teamDisTimer); // 队伍解散停止解散计时
return resResult(STATUS.SUCCESS);
}
export function setDismissTimer(teamStatus, teamMap: Map<string, any>, roleId: string, teamDisTimer: Map<string, NodeJS.Timer>, app) {
if (teamStatus && teamStatus.roleIds && teamStatus.roleIds.length === 3 && teamStatus.status === COM_TEAM_STATUS.DEFAULT) {
export function setDismissTimer(teamStatus, teamMap: Map<string, any>, roleId: string, teamDisTimer: Map<string, NodeJS.Timer>, channel) {
if (teamIsFullToStart(teamStatus)) {
clearComBtlTimer(teamStatus.teamCode, teamDisTimer);
let timer = setTimeout(async () => {
await dismissTeam(teamStatus, teamMap, roleId, teamDisTimer, app);
await dismissTeam(teamStatus, teamMap, roleId, teamDisTimer, channel);
}, COM_BTL_CONST.CAP_START_TIME);
teamDisTimer.set(teamStatus.teamCode, timer);
}
@@ -575,7 +573,7 @@ export async function hasEnoughBlueprt(roleId: string, blueprtId: number) {
* @param {boolean} isCap
* @param {boolean} isFrd
*/
export async function addRoleToTeam(comTeam: MemComBtlTeam, roleInfo: RoleType, isCap: boolean, isFrd: boolean) {
export function addRoleToTeam(comTeam: MemComBtlTeam, roleInfo: RoleType, isCap: boolean, isFrd: boolean) {
const { roleId, roleName, headHid = 19, sHid = 19, lv } = roleInfo;
let { topFiveCe = 1000 } = roleInfo;
topFiveCe = reduceCe(topFiveCe);
@@ -617,4 +615,94 @@ export async function addValidSearchingRoles(comTeam: MemComBtlTeam, channelServ
}
channelService.pushMessageByUids('onTeamJoin', resResult(STATUS.SUCCESS, {teamInfo: comTeam}), teammates.map(t => {return {uid: t.roleId, sid: t.sid}}));
}
}
}
/**
* @description 判断队伍是否处于可加入状态
* @export
* @param {MemComBtlTeam} comTeam
* @param {string} [roleId=''] 要加入的玩家 id
* @returns
*/
export function validToJoin(comTeam: MemComBtlTeam, roleId = '') {
return comTeam && comTeam.roleIds && comTeam.status === COM_TEAM_STATUS.DEFAULT && comTeam.roleIds.length < 3 && comTeam.roleIds.indexOf(roleId) === -1;
}
/**
* @description 判断队伍是否处于可满员状态
* @export
* @param {MemComBtlTeam} comTeam
* @returns
*/
export function teamIsFullToStart(comTeam: MemComBtlTeam) {
return comTeam && comTeam.roleIds && comTeam.status === COM_TEAM_STATUS.DEFAULT && comTeam.roleIds.length === 3;
}
/**
* @description 添加指定数量的机器人到队伍
* @export
* @param {MemComBtlTeam} comTeam
* @param {number} roleCe 真实玩家战力,用来做机器人战力基准
* @param {number} roleLv 真实玩家等级,用来做机器人等级基准
* @param {number} [count=1]
*/
export async function addRobotsToTeam(comTeam: MemComBtlTeam, roleId: string, roleCe: number, roleLv: number, teamMap: Map<string, any>, teamDisTimer: Map<string, NodeJS.Timer>, channel: Channel, count = 1) {
const { teamCode } = comTeam;
const { robotStArr, robotIdArr } = getRandComBtlRobots(roleCe, comTeam.ceLimit, roleLv, count);
comTeam.roleIds = comTeam.roleIds.concat(robotIdArr);
comTeam.roleStatus = comTeam.roleStatus.concat(robotStArr);
for (let st of robotStArr) {
addRoleStToTeam(comTeam, st);
await ComBattleTeamModel.addRole(teamCode, st);
}
channel.pushMessage('onTeamJoin', resResult(STATUS.SUCCESS, {teamInfo: comTeam}));
setDismissTimer(comTeam, teamMap, roleId, teamDisTimer, channel);
}
/**
* @description 在不同的时间加入机器人
* @export
* @param {MemComBtlTeam} comTeam
* @param {RoleType} roleInfo
* @param {Map<string, any>} teamMap
* @param {Map<string, NodeJS.Timer>} teamDisTimer
* @param {Channel} channel
*/
export async function addRobotsLater(comTeam: MemComBtlTeam, roleInfo: RoleType, teamMap: Map<string, any>, teamDisTimer: Map<string, NodeJS.Timer>, channel: Channel) {
const teamStatus = comTeam;
const { teamCode } = teamStatus;
const { roleId, lv } = roleInfo;
let { topFiveCe = 1000 } = roleInfo;
topFiveCe = reduceCe(topFiveCe);
if (validToJoin(teamStatus)) {
const robotCnt = 3 - teamStatus.roleIds.length;
for(let robotIdx = 0; robotIdx < robotCnt; robotIdx++) {
const joinTime = getRandValueByMinMax(COM_BTL_CONST.MIN_CAP_TIME, COM_BTL_CONST.MAX_CAP_TIME, 0);
setTimeout(async () => {
const curTeamStatus = teamMap.get(teamCode);
if (validToJoin(curTeamStatus)) {
await addRobotsToTeam(curTeamStatus, roleId, topFiveCe, lv, teamMap, teamDisTimer, channel, 1);
}
}, joinTime);
}
}
}
/**
* @description 从数组里找出第一个不在黑名单的队伍
* @export
* @param {Array<ComBattleTeamType>} teams 队伍数组
* @param {string} roleId 要加入的玩家 id
* @returns
*/
export async function oneTeamNotInBlack(teams: Array<ComBattleTeamType>, roleId: string) {
for(let team of teams) {
let { roleIds } = team;
const inBlackList = await teammateInBlackList(roleId, roleIds);
if(!inBlackList) {
return team;
}
}
return null;
}