名将擂台:获取对手
This commit is contained in:
@@ -1,18 +1,18 @@
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import { Application, BackendSession, pinus, HandlerService, } from 'pinus';
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import { uniq, findWhere, findIndex, pick } from 'underscore';
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import { gameData, getPvpBoxBySeasonNumAndIndex } from '../../../pubUtils/data';
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import { gameData, getDicLadderMatchByMyRank, getPvpBoxBySeasonNumAndIndex } from '../../../pubUtils/data';
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import { RoleModel, RoleType } from '../../../db/Role';
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import { STATUS } from '../../../consts/statusCode';
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import { resResult, genCode, checkRoleIsRobot, robotIdComBack } from '../../../pubUtils/util';
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import { LadderMatchModel, LadderUpdateInter } from '../../../db/LadderMatch';
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import { getBuyCntCost, getLadderData, refreshLadderDaily } from '../../../services/ladderService';
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import { LadderDataReturn, LadderDefense, LadderDefenseHero } from '../../../domain/battleField/ladder';
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import { checkRank, generateInitRecInfo, getBuyCntCost, getLadderData, getLadderOppStatus, refreshLadderDaily, refreshLadderEnemies } from '../../../services/ladderService';
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import { LadderDataReturn, LadderDefense, LadderDefenseHero, LadderOppLineupReturn, LadderOppPlayerInfo } from '../../../domain/battleField/ladder';
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import { LadderMatchRecModel } from '../../../db/LadderMatchRec';
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import { HeroModel, HeroType } from '../../../db/Hero';
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import { LADDER } from '../../../pubUtils/dicParam';
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import { handleCost } from '../../../services/role/rewardService';
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import { ITEM_CHANGE_REASON } from '../../../consts';
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import { ITEM_CHANGE_REASON, LADDER_CHECK_STOP_TIME, LADDER_OPP_STATUS, LADDER_STATUS } from '../../../consts';
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export default function (app: Application) {
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new HandlerService(app, {});
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@@ -23,7 +23,7 @@ export class LadderHandler {
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constructor(private app: Application) {
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}
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//1获取主界面
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// 1. 获取主界面
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async getData(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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@@ -31,7 +31,132 @@ export class LadderHandler {
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return resResult(STATUS.SUCCESS, result);
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}
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// 8. 设置防守阵容
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// 2. 获取对手阵容信息
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async getOppLineup(msg: { roleId: string, rank: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let { roleId: targetRoleId, rank } = msg;
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let ladderData = await LadderMatchModel.findByRoleId(roleId);
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if(!ladderData) return resResult(STATUS.LADDER_NOT_OPEN);
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if(!checkRank(ladderData.rank, rank)) return resResult(STATUS.LADDER_RANK_ERROR);
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let { oppPlayers = [] } = ladderData;
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let curOppPlayer = oppPlayers.find(cur => cur.roleId == targetRoleId);
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let isRobot = curOppPlayer? curOppPlayer.isRobot: false;
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let result = new LadderOppLineupReturn();
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result.setMyRank(ladderData.rank);
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if(isRobot) {
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let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rank);
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let dicWarJson = gameData.warJson.get(dicLadderDifficultRatio.gkId);
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result.setRobot(dicLadderDifficultRatio, dicWarJson);
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} else {
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let hisLadderData = await LadderMatchModel.findByRoleIdAndInclude(targetRoleId);
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result.setPlayer(hisLadderData);
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}
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return resResult(STATUS.SUCCESS, result);
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}
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// 3. 点击挑战
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async chooseOpp(msg: { roleId: string, rank: number, myRank: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let serverId = session.get('serverId');
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let { roleId: targetRoleId, rank, myRank } = msg;
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// 检查双方排名等,不行的刷新对手回去
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let ladderData = await LadderMatchModel.findByRoleIdAndInclude(roleId);
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if(!ladderData) return resResult(STATUS.LADDER_NOT_OPEN);
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let { status, isRobot, hisLadderData } = await getLadderOppStatus(ladderData, targetRoleId, myRank, rank);
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if(status != LADDER_OPP_STATUS.BATTLE) {
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let oppPlayers = await refreshLadderEnemies(ladderData);
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return resResult(STATUS.SUCCESS, {
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status, oppPlayers
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});
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}
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// 创建ladderMatchRec,发行battleCode
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let attackInfo = generateInitRecInfo(false, false, ladderData.rank, ladderData);
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let defenseInfo = generateInitRecInfo(isRobot, true, rank, hisLadderData);
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let rec = await LadderMatchRecModel.createRec(serverId, roleId, targetRoleId, hisLadderData?.defense, attackInfo, defenseInfo);
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// 倒计时,倒计时结束没有check设为失败并发失败通知
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pinus.app.rpc.systimer.systimerRemote.setLadderCountDown.broadcast(rec.battleCode, rec.checkTime, LADDER_STATUS.CHECK);
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return resResult(STATUS.SUCCESS, {
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time: rec.checkTime + LADDER_CHECK_STOP_TIME,
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battleCode: rec.battleCode
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});
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}
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// 4. 出战撤退
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async giveupCheck(msg: { battleCode: string }, session: BackendSession) {
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let roleId = session.get('roleId');
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let { battleCode } = msg;
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// 更新ladderMatchRec
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let rec = await LadderMatchRecModel.giveup(battleCode);
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if(rec) {
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pinus.app.rpc.systimer.systimerRemote.cancelLadderCountDown.broadcast(rec.battleCode);
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}
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return resResult(STATUS.SUCCESS, { status: 0, time: 0 });
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}
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// 5. 获取对手具体战场数据
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async getOppData(msg: { battleCode: string }, session: BackendSession) {
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let roleId = session.get('roleId');
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let { battleCode } = msg;
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// 判断是机器人还是真人
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// 真人根据ladderMatch的defense,和warId对应的出兵表生成heroes
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return resResult(STATUS.SUCCESS);
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}
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// 6. 布完阵开始挑战
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async checkBattle(msg: { battleCode: string, heroes: { actorId: number, order: number }[] }, session: BackendSession) {
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let roleId = session.get('roleId');
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let { battleCode, heroes } = msg;
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// 检查挑战次数
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// 取消 chooseOpp 的倒计时
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// 更新ladderMatchRec状态,记录下出阵时候玩家选择的顺序
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// 开始倒计时,当时间到了还没battleEnd的时候算失败并发通知
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return resResult(STATUS.SUCCESS)
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}
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// 7. 挑战结算
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async battleEnd(msg: { battleCode: string, isSuccess: boolean }, session: BackendSession) {
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let roleId = session.get('roleId');
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let { battleCode, isSuccess } = msg;
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// 取消 checkBattle 的倒计时
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// 交换双方排名, transaction
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// 更新redis
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// 更新ladderMatchRec状态,并记录信息
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// 刷新双方的对手并发通知
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// 扣挑战次数
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// 获取奖励
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return resResult(STATUS.SUCCESS)
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}
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// 8. 战5次(扫荡)
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async battleSweep(msg: { roleId: string, rank: number, count: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let { roleId: targetRoleId, rank, count } = msg;
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// 检查是否可以扫荡对手
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// 扣挑战次数
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// 获取奖励
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return resResult(STATUS.SUCCESS)
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}
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// 9. 设置防守阵容
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async saveDefense(msg: { warId: number, heroes: { actorId: number, ai: number, dataId: number, order: number }[] }, session: BackendSession) {
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let { warId, heroes } = msg;
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let roleId = session.get('roleId');
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@@ -55,6 +180,30 @@ export class LadderHandler {
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return resResult(STATUS.SUCCESS, pick(result, 'defense'));
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}
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// 10. 刷新对手
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async refreshOppPlayers(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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let sid = session.get('sid');
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let ladderData = await LadderMatchModel.findByRoleId(roleId);
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if(!ladderData) return resResult(STATUS.LADDER_NOT_OPEN);
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let update: LadderUpdateInter = {};
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// 刷新次数
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let refOppObj = refreshLadderDaily(ladderData);
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if(refOppObj.shouldRefOpp) {
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update = { ...refOppObj };
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}
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if(refOppObj.refOppCnt + 1 > LADDER.LADDER_REFRESH_TIMES) {
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return resResult(STATUS.LADDER_REFRESH_CNT_MAX);
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}
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update.refOppCnt = refOppObj.refOppCnt + 1;
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let oppPlayers = await refreshLadderEnemies(ladderData, update);
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// 返回
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return resResult(STATUS.SUCCESS, { refOppCnt: update.refOppCnt, oppPlayers });
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}
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// 11. 购买次数
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async buyCnt(msg: { count: number }, session: BackendSession) {
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@@ -86,6 +235,6 @@ export class LadderHandler {
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// 返回
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let result = new LadderDataReturn();
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result.setLadderData(ladderData);
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return resResult(STATUS.SUCCESS, pick(result, 'buyCnt', 'challengeCnt'));
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return resResult(STATUS.SUCCESS, pick(result, ['buyCnt', 'challengeCnt']));
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}
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}
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@@ -1,5 +1,5 @@
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import { Application, ChannelService } from 'pinus';
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import { resetPvpSeasonTime, guildActivityStart, gateActivityEnd, cityActivityEnd, raceActivityEnd, guildActivitySchedule, auctionSchedule, initMaintenance, stopMaintenance, initAutoCreateServer, addMailsToSchedule, updateTimeLimitRank } from '../../../services/timeTaskService';
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import { resetPvpSeasonTime, guildActivityStart, gateActivityEnd, cityActivityEnd, raceActivityEnd, guildActivitySchedule, auctionSchedule, initMaintenance, stopMaintenance, initAutoCreateServer, addMailsToSchedule, updateTimeLimitRank, setLadderCountDown, cancelLadderCountDown } from '../../../services/timeTaskService';
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import PvpDefenseType from '../../../db/PvpDefense';
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import { DicGuildActivity } from '../../../pubUtils/dictionary/DicGuildActivity';
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import { reloadResources } from '../../../pubUtils/data';
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@@ -15,6 +15,7 @@ import { MailType } from '../../../db/Mail';
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import { GroupMailType } from '../../../db/GroupMail';
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import { ServerMailType } from '../../../db/ServerMail';
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import { ActivityModelType } from '../../../db/Activity';
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import { LADDER_STATUS } from '../../../consts';
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export default function (app: Application) {
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return new SystimerRemote(app);
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@@ -198,4 +199,20 @@ export class SystimerRemote {
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errlogger.error(`remote ${__filename} \n ${e.stack}`);
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}
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}
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public async setLadderCountDown(battleCode: string, time: number, status: LADDER_STATUS) {
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try {
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await setLadderCountDown(battleCode, time, status);
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} catch(e) {
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errlogger.error(`remote ${__filename} \n ${e.stack}`);
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}
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}
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public async cancelLadderCountDown(battleCode: string) {
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try {
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await cancelLadderCountDown(battleCode);
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} catch(e) {
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errlogger.error(`remote ${__filename} \n ${e.stack}`);
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}
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}
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}
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@@ -1,12 +1,14 @@
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import { REDIS_KEY } from "../consts";
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import { LadderMatchModel, LadderMatchType } from "../db/LadderMatch";
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import { LADDER_OPP_STATUS, LADDER_STATUS, PUSH_ROUTE, REDIS_KEY } from "../consts";
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import { HeroType } from "../db/Hero";
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import { LadderMatchModel, LadderMatchType, LadderUpdateInter } from "../db/LadderMatch";
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import { LadderMatchRecModel } from "../db/LadderMatchRec";
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import { RoleModel } from "../db/Role";
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import { LadderDataReturn, LadderOppPlayerInDB, LadderOppPlayerReturn } from "../domain/battleField/ladder";
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import { RoleModel, RoleType } from "../db/Role";
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import { LadderDataReturn, LadderDefense, LadderOppPlayerHeroInfo, LadderOppPlayerInDB, LadderOppPlayerInfo, LadderOppPlayerReturn } from "../domain/battleField/ladder";
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import { RoleRankInfo } from "../domain/rank";
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import { gameData, getDicLadderMatchByMyRank } from "../pubUtils/data";
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import { ItemInter } from "../pubUtils/interface";
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import { getRandValueByMinMax, shouldRefresh } from "../pubUtils/util";
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import { sendMessageToUserWithSuc } from "./pushService";
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import { Rank } from "./rankService";
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import { combineItems } from "./role/util";
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@@ -93,7 +95,7 @@ export async function getLadderMatchByRank(serverId: number, from: number, to: n
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return rawResults.map(cur => ({ rank: cur.scores[0], roleId: cur.field }))
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}
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export async function refreshLadderEnemies(ladderData: LadderMatchType) {
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export async function refreshLadderEnemies(ladderData: LadderMatchType, update: LadderUpdateInter = {}) {
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let rankNumbers = randOppRankNumbers(ladderData.rank); // 随机出想要的排名
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let min = rankNumbers[0], max = rankNumbers[rankNumbers.length - 1];
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@@ -105,7 +107,7 @@ export async function refreshLadderEnemies(ladderData: LadderMatchType) {
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oppPlayersSave.push({ rank, roleId: player.roleId, isRobot: player.isRobot });
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oppPlayers.push(player);
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}
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await LadderMatchModel.updateByRoleId(ladderData.roleId, { oppPlayers: oppPlayersSave });
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await LadderMatchModel.updateByRoleId(ladderData.roleId, { ...update, oppPlayers: oppPlayersSave });
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return oppPlayers
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}
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@@ -170,4 +172,94 @@ function isOver(isBefore: boolean, myRank: number, range: number, result: number
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console.log('after', myRank + range > result)
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return result > myRank + range;
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}
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}
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}
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export function checkRank(myRank: number, targetRank: number) {
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let dicLadderMatch = getDicLadderMatchByMyRank(myRank);
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if(!dicLadderMatch && myRank != 0 && targetRank != 3001) return false;
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if(myRank < targetRank) { // 向后打
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if(myRank + dicLadderMatch.rangeAfterMax < targetRank) return false;
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} else { // 向前打
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if(myRank - dicLadderMatch.rangeBeforeMax > targetRank) return false;
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}
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return true;
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}
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export async function getLadderOppStatus(ladderData: LadderMatchType, targetRoleId: string, myRank: number, rank: number) {
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if(ladderData.rank != myRank) return { status: LADDER_OPP_STATUS.MY_RANK_CHANGE };
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let { oppPlayers } = ladderData;
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let curOppPlayer = oppPlayers.find(cur => cur.roleId == targetRoleId);
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if(!curOppPlayer|| curOppPlayer.rank != rank) return { status: LADDER_OPP_STATUS.OPP_RANK_CHANGE };
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if(curOppPlayer.isRobot) {
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let hisLadderData = await LadderMatchModel.checkByRank(rank);
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if(hisLadderData) return { status: LADDER_OPP_STATUS.OPP_RANK_CHANGE };
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return { status: LADDER_OPP_STATUS.BATTLE, isRobot: true };
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} else {
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let hisLadderData = await LadderMatchModel.lock(targetRoleId, rank);
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if(!hisLadderData) return { status: LADDER_OPP_STATUS.OPP_IS_LOCKED };
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return { status: LADDER_OPP_STATUS.BATTLE, isRobot: false, hisLadderData };
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}
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}
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/**
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*
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* @param isRobot 是否是机器
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* @param isDefense 是攻还是守方
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* @param rank 排名
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* @param ladderData 需要populate过的ladderMatch表
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* @returns
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*/
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export function generateInitRecInfo(isRobot: boolean, isDefense: boolean, rank: number, ladderData: LadderMatchType) {
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if(isRobot) {
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let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rank);
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let dicWarJson = gameData.warJson.get(dicLadderDifficultRatio.gkId)||[];
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let heroes: LadderOppPlayerHeroInfo[] = [];
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for(let json of dicWarJson) {
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if(json.relation == 2) {
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let hero = new LadderOppPlayerHeroInfo();
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hero.setByWarJson(json);
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heroes.push(hero);
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}
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}
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let info = new LadderOppPlayerInfo();
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info.initByRobot(dicLadderDifficultRatio, heroes, isDefense);
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return info;
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} else {
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let defCe = calculateDefCeByDefense(ladderData.defense);
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let role = <RoleType>ladderData.role;
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let heroes: LadderOppPlayerHeroInfo[] = [];
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if(isDefense) { // 防守方可以将武将也存入,攻方要等出战
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let defenseHeroes = ladderData.defense?.heroes||[];
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for(let defenseHero of defenseHeroes) {
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let hero = new LadderOppPlayerHeroInfo();
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hero.setByDefenseHero(<HeroType>defenseHero.hero);
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heroes.push(hero);
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}
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}
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let info = new LadderOppPlayerInfo();
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info.initByPlayer(rank, role, heroes, defCe, isDefense);
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return info;
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}
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}
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function calculateDefCeByDefense(defense: LadderDefense) {
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if(!defense) return 0;
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let ce = 0;
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for(let hero of defense.heroes) {
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ce += hero.ce;
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}
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return ce;
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}
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export async function ladderTimeout(battleCode: string, status: LADDER_STATUS) {
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let rec = await LadderMatchRecModel.timeout(battleCode);
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if(status == LADDER_STATUS.CHECK) {
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await sendMessageToUserWithSuc(rec.roleId1, PUSH_ROUTE.LADDER_CHECK_STOP, { battleCode });
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} else if (status == LADDER_STATUS.BATTLE) {
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await sendMessageToUserWithSuc(rec.roleId1, PUSH_ROUTE.LADDER_BATTLE_STOP, { battleCode });
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}
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}
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@@ -5,7 +5,7 @@ import { nowSeconds, getTimeFun, getSeconds } from '../pubUtils/timeUtil';
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import { getTodayGuildActivity, gameData } from '../pubUtils/data';
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import { pvpSeasonEnd } from './pvpService';
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import { getAllOnlineRoles, getAllServers, delGuildActivityRank, getServerCreateTime } from './redisService';
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import { GUILD_ACTIVITY_TYPE, REFRESH_TIME, COUNTER, AUCTION_TIME, GM_MAIL_TYPE, SERVER_TIMER, ACTIVITY_TYPE, PUSH_ROUTE, STATUS } from '../consts';
|
||||
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 { pinus } from 'pinus';
|
||||
import { settleGuildWeekly } from './guildService';
|
||||
import { SendMailFun, sendMailsByGmMail, } from './mailService';
|
||||
@@ -39,6 +39,7 @@ import { resResult } from '../pubUtils/util';
|
||||
import { checkPopUpConditionWhenGuildActivityEnd } from './activity/popUpShopService';
|
||||
import { pushRefreshTime } from './connectorService';
|
||||
import { sendUnReceivedActivityDailyCoin } from './activity/dailyCoinService';
|
||||
import { ladderTimeout } from './ladderService';
|
||||
|
||||
const PER_SECOND = 1 * 1000;
|
||||
const PER_DAY = 24 * 60 * 60;
|
||||
@@ -734,4 +735,20 @@ async function setTakeRankSnapshotSchedule(activityId: number, serverId: number,
|
||||
await takeSnapshot(data, serverId);
|
||||
})
|
||||
}
|
||||
// —————————————— 活动 end —————————————— //
|
||||
// —————————————— 活动 end —————————————— //
|
||||
|
||||
// —————————————— 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;
|
||||
scheduleJob(`ladder${battleCode}`, endTime * 1000, async () => {
|
||||
await ladderTimeout(battleCode, status);
|
||||
})
|
||||
}
|
||||
|
||||
export async function cancelLadderCountDown(battleCode: string) {
|
||||
if(scheduledJobs[`ladder${battleCode}`]) {
|
||||
scheduledJobs[`ladder${battleCode}`].cancel();
|
||||
}
|
||||
}
|
||||
|
||||
// —————————————— 名将擂台 end —————————————— //
|
||||
Reference in New Issue
Block a user