名将擂台:获取对手

This commit is contained in:
luying
2022-07-15 15:31:08 +08:00
parent 7394f14e9d
commit f56dbc29de
15 changed files with 1881 additions and 70 deletions

View File

@@ -1,18 +1,18 @@
import { Application, BackendSession, pinus, HandlerService, } from 'pinus';
import { uniq, findWhere, findIndex, pick } from 'underscore';
import { gameData, getPvpBoxBySeasonNumAndIndex } from '../../../pubUtils/data';
import { gameData, getDicLadderMatchByMyRank, getPvpBoxBySeasonNumAndIndex } from '../../../pubUtils/data';
import { RoleModel, RoleType } from '../../../db/Role';
import { STATUS } from '../../../consts/statusCode';
import { resResult, genCode, checkRoleIsRobot, robotIdComBack } from '../../../pubUtils/util';
import { LadderMatchModel, LadderUpdateInter } from '../../../db/LadderMatch';
import { getBuyCntCost, getLadderData, refreshLadderDaily } from '../../../services/ladderService';
import { LadderDataReturn, LadderDefense, LadderDefenseHero } from '../../../domain/battleField/ladder';
import { checkRank, generateInitRecInfo, getBuyCntCost, getLadderData, getLadderOppStatus, refreshLadderDaily, refreshLadderEnemies } from '../../../services/ladderService';
import { LadderDataReturn, LadderDefense, LadderDefenseHero, LadderOppLineupReturn, LadderOppPlayerInfo } from '../../../domain/battleField/ladder';
import { LadderMatchRecModel } from '../../../db/LadderMatchRec';
import { HeroModel, HeroType } from '../../../db/Hero';
import { LADDER } from '../../../pubUtils/dicParam';
import { handleCost } from '../../../services/role/rewardService';
import { ITEM_CHANGE_REASON } from '../../../consts';
import { ITEM_CHANGE_REASON, LADDER_CHECK_STOP_TIME, LADDER_OPP_STATUS, LADDER_STATUS } from '../../../consts';
export default function (app: Application) {
new HandlerService(app, {});
@@ -23,7 +23,7 @@ export class LadderHandler {
constructor(private app: Application) {
}
//1获取主界面
// 1. 获取主界面
async getData(msg: {}, session: BackendSession) {
let roleId = session.get('roleId');
@@ -31,7 +31,132 @@ export class LadderHandler {
return resResult(STATUS.SUCCESS, result);
}
// 8. 设置防守阵容
// 2. 获取对手阵容信息
async getOppLineup(msg: { roleId: string, rank: number }, session: BackendSession) {
let roleId = session.get('roleId');
let { roleId: targetRoleId, rank } = msg;
let ladderData = await LadderMatchModel.findByRoleId(roleId);
if(!ladderData) return resResult(STATUS.LADDER_NOT_OPEN);
if(!checkRank(ladderData.rank, rank)) return resResult(STATUS.LADDER_RANK_ERROR);
let { oppPlayers = [] } = ladderData;
let curOppPlayer = oppPlayers.find(cur => cur.roleId == targetRoleId);
let isRobot = curOppPlayer? curOppPlayer.isRobot: false;
let result = new LadderOppLineupReturn();
result.setMyRank(ladderData.rank);
if(isRobot) {
let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rank);
let dicWarJson = gameData.warJson.get(dicLadderDifficultRatio.gkId);
result.setRobot(dicLadderDifficultRatio, dicWarJson);
} else {
let hisLadderData = await LadderMatchModel.findByRoleIdAndInclude(targetRoleId);
result.setPlayer(hisLadderData);
}
return resResult(STATUS.SUCCESS, result);
}
// 3. 点击挑战
async chooseOpp(msg: { roleId: string, rank: number, myRank: number }, session: BackendSession) {
let roleId = session.get('roleId');
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);
if(!ladderData) return resResult(STATUS.LADDER_NOT_OPEN);
let { status, isRobot, hisLadderData } = await getLadderOppStatus(ladderData, targetRoleId, myRank, rank);
if(status != LADDER_OPP_STATUS.BATTLE) {
let oppPlayers = await refreshLadderEnemies(ladderData);
return resResult(STATUS.SUCCESS, {
status, oppPlayers
});
}
// 创建ladderMatchRec发行battleCode
let attackInfo = generateInitRecInfo(false, false, ladderData.rank, ladderData);
let defenseInfo = generateInitRecInfo(isRobot, true, rank, hisLadderData);
let rec = await LadderMatchRecModel.createRec(serverId, roleId, targetRoleId, hisLadderData?.defense, attackInfo, defenseInfo);
// 倒计时倒计时结束没有check设为失败并发失败通知
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,
battleCode: rec.battleCode
});
}
// 4. 出战撤退
async giveupCheck(msg: { battleCode: string }, session: BackendSession) {
let roleId = session.get('roleId');
let { battleCode } = msg;
// 更新ladderMatchRec
let rec = await LadderMatchRecModel.giveup(battleCode);
if(rec) {
pinus.app.rpc.systimer.systimerRemote.cancelLadderCountDown.broadcast(rec.battleCode);
}
return resResult(STATUS.SUCCESS, { status: 0, time: 0 });
}
// 5. 获取对手具体战场数据
async getOppData(msg: { battleCode: string }, session: BackendSession) {
let roleId = session.get('roleId');
let { battleCode } = msg;
// 判断是机器人还是真人
// 真人根据ladderMatch的defense和warId对应的出兵表生成heroes
return resResult(STATUS.SUCCESS);
}
// 6. 布完阵开始挑战
async checkBattle(msg: { battleCode: string, heroes: { actorId: number, order: number }[] }, session: BackendSession) {
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
return resResult(STATUS.SUCCESS)
}
// 7. 挑战结算
async battleEnd(msg: { battleCode: string, isSuccess: boolean }, session: BackendSession) {
let roleId = session.get('roleId');
let { battleCode, isSuccess } = msg;
// 取消 checkBattle 的倒计时
// 交换双方排名, transaction
// 更新redis
// 更新ladderMatchRec状态并记录信息
// 刷新双方的对手并发通知
// 扣挑战次数
// 获取奖励
return resResult(STATUS.SUCCESS)
}
// 8. 战5次扫荡
async battleSweep(msg: { roleId: string, rank: number, count: number }, session: BackendSession) {
let roleId = session.get('roleId');
let { roleId: targetRoleId, rank, count } = msg;
// 检查是否可以扫荡对手
// 扣挑战次数
// 获取奖励
return resResult(STATUS.SUCCESS)
}
// 9. 设置防守阵容
async saveDefense(msg: { warId: number, heroes: { actorId: number, ai: number, dataId: number, order: number }[] }, session: BackendSession) {
let { warId, heroes } = msg;
let roleId = session.get('roleId');
@@ -55,6 +180,30 @@ export class LadderHandler {
return resResult(STATUS.SUCCESS, pick(result, 'defense'));
}
// 10. 刷新对手
async refreshOppPlayers(msg: {}, session: BackendSession) {
let roleId = session.get('roleId');
let sid = session.get('sid');
let ladderData = await LadderMatchModel.findByRoleId(roleId);
if(!ladderData) return resResult(STATUS.LADDER_NOT_OPEN);
let update: LadderUpdateInter = {};
// 刷新次数
let refOppObj = refreshLadderDaily(ladderData);
if(refOppObj.shouldRefOpp) {
update = { ...refOppObj };
}
if(refOppObj.refOppCnt + 1 > LADDER.LADDER_REFRESH_TIMES) {
return resResult(STATUS.LADDER_REFRESH_CNT_MAX);
}
update.refOppCnt = refOppObj.refOppCnt + 1;
let oppPlayers = await refreshLadderEnemies(ladderData, update);
// 返回
return resResult(STATUS.SUCCESS, { refOppCnt: update.refOppCnt, oppPlayers });
}
// 11. 购买次数
async buyCnt(msg: { count: number }, session: BackendSession) {
@@ -86,6 +235,6 @@ export class LadderHandler {
// 返回
let result = new LadderDataReturn();
result.setLadderData(ladderData);
return resResult(STATUS.SUCCESS, pick(result, 'buyCnt', 'challengeCnt'));
return resResult(STATUS.SUCCESS, pick(result, ['buyCnt', 'challengeCnt']));
}
}

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@@ -1,5 +1,5 @@
import { Application, ChannelService } from 'pinus';
import { resetPvpSeasonTime, guildActivityStart, gateActivityEnd, cityActivityEnd, raceActivityEnd, guildActivitySchedule, auctionSchedule, initMaintenance, stopMaintenance, initAutoCreateServer, addMailsToSchedule, updateTimeLimitRank } from '../../../services/timeTaskService';
import { resetPvpSeasonTime, guildActivityStart, gateActivityEnd, cityActivityEnd, raceActivityEnd, guildActivitySchedule, auctionSchedule, initMaintenance, stopMaintenance, initAutoCreateServer, addMailsToSchedule, updateTimeLimitRank, setLadderCountDown, cancelLadderCountDown } from '../../../services/timeTaskService';
import PvpDefenseType from '../../../db/PvpDefense';
import { DicGuildActivity } from '../../../pubUtils/dictionary/DicGuildActivity';
import { reloadResources } from '../../../pubUtils/data';
@@ -15,6 +15,7 @@ import { MailType } from '../../../db/Mail';
import { GroupMailType } from '../../../db/GroupMail';
import { ServerMailType } from '../../../db/ServerMail';
import { ActivityModelType } from '../../../db/Activity';
import { LADDER_STATUS } from '../../../consts';
export default function (app: Application) {
return new SystimerRemote(app);
@@ -198,4 +199,20 @@ export class SystimerRemote {
errlogger.error(`remote ${__filename} \n ${e.stack}`);
}
}
public async setLadderCountDown(battleCode: string, time: number, status: LADDER_STATUS) {
try {
await setLadderCountDown(battleCode, time, status);
} catch(e) {
errlogger.error(`remote ${__filename} \n ${e.stack}`);
}
}
public async cancelLadderCountDown(battleCode: string) {
try {
await cancelLadderCountDown(battleCode);
} catch(e) {
errlogger.error(`remote ${__filename} \n ${e.stack}`);
}
}
}

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@@ -1,12 +1,14 @@
import { REDIS_KEY } from "../consts";
import { LadderMatchModel, LadderMatchType } from "../db/LadderMatch";
import { LADDER_OPP_STATUS, LADDER_STATUS, PUSH_ROUTE, REDIS_KEY } from "../consts";
import { HeroType } from "../db/Hero";
import { LadderMatchModel, LadderMatchType, LadderUpdateInter } from "../db/LadderMatch";
import { LadderMatchRecModel } from "../db/LadderMatchRec";
import { RoleModel } from "../db/Role";
import { LadderDataReturn, LadderOppPlayerInDB, LadderOppPlayerReturn } from "../domain/battleField/ladder";
import { RoleModel, RoleType } from "../db/Role";
import { LadderDataReturn, LadderDefense, LadderOppPlayerHeroInfo, LadderOppPlayerInDB, LadderOppPlayerInfo, LadderOppPlayerReturn } from "../domain/battleField/ladder";
import { RoleRankInfo } from "../domain/rank";
import { gameData, getDicLadderMatchByMyRank } from "../pubUtils/data";
import { ItemInter } from "../pubUtils/interface";
import { getRandValueByMinMax, shouldRefresh } from "../pubUtils/util";
import { sendMessageToUserWithSuc } from "./pushService";
import { Rank } from "./rankService";
import { combineItems } from "./role/util";
@@ -93,7 +95,7 @@ export async function getLadderMatchByRank(serverId: number, from: number, to: n
return rawResults.map(cur => ({ rank: cur.scores[0], roleId: cur.field }))
}
export async function refreshLadderEnemies(ladderData: LadderMatchType) {
export async function refreshLadderEnemies(ladderData: LadderMatchType, update: LadderUpdateInter = {}) {
let rankNumbers = randOppRankNumbers(ladderData.rank); // 随机出想要的排名
let min = rankNumbers[0], max = rankNumbers[rankNumbers.length - 1];
@@ -105,7 +107,7 @@ export async function refreshLadderEnemies(ladderData: LadderMatchType) {
oppPlayersSave.push({ rank, roleId: player.roleId, isRobot: player.isRobot });
oppPlayers.push(player);
}
await LadderMatchModel.updateByRoleId(ladderData.roleId, { oppPlayers: oppPlayersSave });
await LadderMatchModel.updateByRoleId(ladderData.roleId, { ...update, oppPlayers: oppPlayersSave });
return oppPlayers
}
@@ -170,4 +172,94 @@ function isOver(isBefore: boolean, myRank: number, range: number, result: number
console.log('after', myRank + range > result)
return result > myRank + range;
}
}
}
export function checkRank(myRank: number, targetRank: number) {
let dicLadderMatch = getDicLadderMatchByMyRank(myRank);
if(!dicLadderMatch && myRank != 0 && targetRank != 3001) return false;
if(myRank < targetRank) { // 向后打
if(myRank + dicLadderMatch.rangeAfterMax < targetRank) return false;
} else { // 向前打
if(myRank - dicLadderMatch.rangeBeforeMax > targetRank) return false;
}
return true;
}
export async function getLadderOppStatus(ladderData: LadderMatchType, targetRoleId: string, myRank: number, rank: number) {
if(ladderData.rank != myRank) return { status: LADDER_OPP_STATUS.MY_RANK_CHANGE };
let { oppPlayers } = ladderData;
let curOppPlayer = oppPlayers.find(cur => cur.roleId == targetRoleId);
if(!curOppPlayer|| curOppPlayer.rank != rank) return { status: LADDER_OPP_STATUS.OPP_RANK_CHANGE };
if(curOppPlayer.isRobot) {
let hisLadderData = await LadderMatchModel.checkByRank(rank);
if(hisLadderData) return { status: LADDER_OPP_STATUS.OPP_RANK_CHANGE };
return { status: LADDER_OPP_STATUS.BATTLE, isRobot: true };
} else {
let hisLadderData = await LadderMatchModel.lock(targetRoleId, rank);
if(!hisLadderData) return { status: LADDER_OPP_STATUS.OPP_IS_LOCKED };
return { status: LADDER_OPP_STATUS.BATTLE, isRobot: false, hisLadderData };
}
}
/**
*
* @param isRobot 是否是机器
* @param isDefense 是攻还是守方
* @param rank 排名
* @param ladderData 需要populate过的ladderMatch表
* @returns
*/
export function generateInitRecInfo(isRobot: boolean, isDefense: boolean, rank: number, ladderData: LadderMatchType) {
if(isRobot) {
let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rank);
let dicWarJson = gameData.warJson.get(dicLadderDifficultRatio.gkId)||[];
let heroes: LadderOppPlayerHeroInfo[] = [];
for(let json of dicWarJson) {
if(json.relation == 2) {
let hero = new LadderOppPlayerHeroInfo();
hero.setByWarJson(json);
heroes.push(hero);
}
}
let info = new LadderOppPlayerInfo();
info.initByRobot(dicLadderDifficultRatio, heroes, isDefense);
return info;
} else {
let defCe = calculateDefCeByDefense(ladderData.defense);
let role = <RoleType>ladderData.role;
let heroes: LadderOppPlayerHeroInfo[] = [];
if(isDefense) { // 防守方可以将武将也存入,攻方要等出战
let defenseHeroes = ladderData.defense?.heroes||[];
for(let defenseHero of defenseHeroes) {
let hero = new LadderOppPlayerHeroInfo();
hero.setByDefenseHero(<HeroType>defenseHero.hero);
heroes.push(hero);
}
}
let info = new LadderOppPlayerInfo();
info.initByPlayer(rank, role, heroes, defCe, isDefense);
return info;
}
}
function calculateDefCeByDefense(defense: LadderDefense) {
if(!defense) return 0;
let ce = 0;
for(let hero of defense.heroes) {
ce += hero.ce;
}
return ce;
}
export async function ladderTimeout(battleCode: string, status: LADDER_STATUS) {
let rec = await LadderMatchRecModel.timeout(battleCode);
if(status == LADDER_STATUS.CHECK) {
await sendMessageToUserWithSuc(rec.roleId1, PUSH_ROUTE.LADDER_CHECK_STOP, { battleCode });
} else if (status == LADDER_STATUS.BATTLE) {
await sendMessageToUserWithSuc(rec.roleId1, PUSH_ROUTE.LADDER_BATTLE_STOP, { battleCode });
}
}

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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 } 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 —————————————— //