好友:赠送领取爱心

This commit is contained in:
luying
2021-02-03 19:12:43 +08:00
parent 0046dc2afa
commit fe85f0e247
11 changed files with 449 additions and 66 deletions
@@ -1,15 +1,19 @@
import { Application, BackendSession } from "pinus";
import { resResult, getRandEelm, getResStr } from "../../../pubUtils/util";
import { resResult, getRandEelm, getResStr, shouldRefresh } from "../../../pubUtils/util";
import { STATUS, ROLE, FRIEND_DROP_TYPE, FRIEND_RELATION_TYPE, POPULATE_TYPE, BLOCK_OPEATE } from "../../../consts";
import { RoleModel, RoleType } from "../../../db/Role";
import { getBeforeDaySeconds } from "../../../pubUtils/timeUtil";
import { FriendApplyModel } from "../../../db/FriendApply";
import { FriendApplyParams, FriendListParam, FriendRecommendParams, BlackListParam } from "../../../domain/roleField/friend";
import { FriendApplyParams, FriendListParam, FriendRecommendParams, BlackListParam, FriendValueListParam } from "../../../domain/roleField/friend";
import { FriendShipModel, FriendShipType } from "../../../db/FriendShip";
import { FriendRelationModel } from "../../../db/FriendRelation";
import { FriendRelationModel, Relation } from "../../../db/FriendRelation";
import { isRoleOnline } from "../../../services/redisService";
import { increaseFrdCnt, getRecommendType } from "../../../services/friendService";
import { increaseFrdCnt, getRecommendType, sortByBeSentHeart } from "../../../services/friendService";
import { FriendPointModel } from "../../../db/FriendPoint";
import { gameData } from "../../../pubUtils/data";
import { addItems } from "../../../services/rewardService";
import { getFriendPointObject } from "../../../pubUtils/itemUtils";
export default function (app: Application) {
return new FriendHandler(app);
@@ -159,7 +163,7 @@ export class FriendHandler {
await FriendRelationModel.addFriend(roleId, friend, friendShip);
await FriendRelationModel.addFriend(friend.roleId, role, friendShip);
let param = new FriendListParam(friend, friendShip);
let param = new FriendListParam(friend, roleId, friendShip);
let isOnline = await isRoleOnline(friend.roleId);
param.setOnline(isOnline);
@@ -193,21 +197,18 @@ export class FriendHandler {
let role = <RoleType>friend.role;
let friendShip = <FriendShipType>friend.friendShip;
if(!role || !friendShip) continue;
let param = new FriendListParam(role, friendShip);
let fs = <FriendShipType>friend.friendShip;
let ref = shouldRefresh(fs.refTime, new Date(), 0);
if(ref) {
friendShip = await FriendShipModel.refreshSendAndReceive(roleId, role.roleId);
}
let param = new FriendListParam(role, roleId, friendShip);
let isOnline = await isRoleOnline(role.roleId);
param.setOnline(isOnline);
let frd = FriendShipModel.getRoleSendAndReceive(roleId, [roleId, role.roleId], friendShip);
if(!frd) continue;
let { sendHeart, receiveHeart, beSentHeart } = frd;
if(sendHeart <= 1) {
param.setCanSend(true);
}
if(beSentHeart >= 1 && receiveHeart < beSentHeart) {
param.setCanReceive(true);
}
list.push(param);
}
let { friendCnt = 0, blockCnt = 0 } = role;
@@ -329,4 +330,122 @@ export class FriendHandler {
friendCnt, blockCnt
});
}
// 赠送爱心/一键赠送
public async sendHeart(msg: { roleId: string }, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let { roleId: hisRoleId } = msg;
let myRelation = await FriendRelationModel.findFriendByRole(roleId, POPULATE_TYPE.FRIENDSHIP); // 好友关系,只有friendship被populate了
let friends = myRelation?myRelation.friends: [];
let arr = new Array<Relation>();
if(hisRoleId != '') {
let cur = friends.find(cur => cur.roleId == hisRoleId);
if(!cur) return resResult(STATUS.FRIEND_NOT_FOUND);
arr.push(cur);
} else {
arr = friends;
}
let canSendList = sortByBeSentHeart(roleId, arr);
let {lv} = await RoleModel.findByRoleId(roleId, ROLE.GET_LV);
let dicFriendLv = gameData.roleFriend.get(lv);
if(!dicFriendLv) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// 情谊值有上限,送到上限为止
let max = dicFriendLv.sendMax;
let frdPointRec = await FriendPointModel.getFrdPointRecToday(roleId, FRIEND_DROP_TYPE.SEND_GIFT);
let { sendCnt: todaySendCnt = 0 } = frdPointRec||{};
let todaySendInc = 0;
let list = new Array<FriendValueListParam>();
for(let relation of canSendList) {
if(todaySendCnt + 1 > max) break;
let fs = <FriendShipType>relation.friendShip;
let ref = shouldRefresh(fs.refTime, new Date(), 0);
let sendHeartRec = await FriendShipModel.sendHeart(roleId, relation.roleId, 1, 1, ref);
if(!sendHeartRec) continue;
let param = new FriendValueListParam(relation.roleId, roleId, sendHeartRec);
list.push(param);
todaySendCnt += 1;
todaySendInc += 1;
}
if(todaySendInc <= 0) return resResult(STATUS.FRIEND_HAS_SENT);
// 更新情谊值
frdPointRec = await FriendPointModel.updateSendCntToday(roleId, roleName, todaySendInc, max, FRIEND_DROP_TYPE.SEND_GIFT);
return resResult(STATUS.SUCCESS, {
todaySendCnt, list
})
}
// 领取爱心/一键领取
public async receiveHeart(msg: { roleId: string }, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let { roleId: hisRoleId } = msg;
let myRelation = await FriendRelationModel.findFriendByRole(roleId, POPULATE_TYPE.FRIENDSHIP); // 好友关系,只有friendship被populate了
let friends = myRelation?myRelation.friends: [];
let arr = new Array<Relation>();
if(hisRoleId != '') {
let cur = friends.find(cur => cur.roleId == hisRoleId);
if(!cur) return resResult(STATUS.FRIEND_NOT_FOUND);
arr.push(cur);
} else {
arr = friends;
}
let canReceiveList = sortByBeSentHeart(roleId, arr);
let {lv} = await RoleModel.findByRoleId(roleId, ROLE.GET_LV);
let dicFriendLv = gameData.roleFriend.get(lv);
if(!dicFriendLv) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// 情谊值有上限,到上限为止
let max = dicFriendLv.receiveMax;
let frdPointRec = await FriendPointModel.getFrdPointRecToday(roleId, FRIEND_DROP_TYPE.SEND_GIFT);
let { cnt: todayReceiveCnt = 0 } = frdPointRec||{};
let todayReceiveInc = 0;
let list = new Array<FriendValueListParam>();
for(let relation of canReceiveList) {
if(relation.beSentHeart > 0) {
if(todayReceiveCnt + 1 > max) break;
// 收取爱心
let fs = <FriendShipType>relation.friendShip;
let ref = shouldRefresh(fs.refTime, new Date(), 0);
let receiveHeartRec = await FriendShipModel.receiveHeart(roleId, relation.roleId, 1, relation.beSentHeart, ref);
if(!receiveHeartRec) continue;
let param = new FriendValueListParam(relation.roleId, roleId, receiveHeartRec);
list.push(param);
todayReceiveCnt += 1;
todayReceiveInc += 1;
}
}
if(todayReceiveInc <= 0) return resResult(STATUS.FRIEND_HAS_RECEIVE);
let fp = getFriendPointObject(todayReceiveCnt);
let goods = await addItems(roleId, roleName, sid, [fp])
frdPointRec = await FriendPointModel.updatePointToday(roleId, roleName, todayReceiveInc, max, FRIEND_DROP_TYPE.SEND_GIFT);
return resResult(STATUS.SUCCESS, {
goods,
todayReceiveCnt, list
})
}
}
+40 -1
View File
@@ -1,8 +1,10 @@
import { gameData } from "../pubUtils/data";
import { RoleType, RoleModel } from "../db/Role";
import { FriendRelationType } from "../db/FriendRelation";
import { FriendRelationType, Relation } from "../db/FriendRelation";
import { getResStr } from "../pubUtils/util";
import { STATUS, FRIEND_RELATION_TYPE } from "../consts";
import { FriendShipType } from "../db/FriendShip";
import { outputCnt } from '../pubUtils/friendUtil';
/**
* 增加双方好友数
@@ -48,4 +50,41 @@ export function getRecommendType(myFriendRelation: FriendRelationType, myRoleId:
return FRIEND_RELATION_TYPE.HAS_BLOCKED;
}
return FRIEND_RELATION_TYPE.NORMAL;
}
/**
* 根据收到的新及时间排序
*
* @param roleId 自己的玩家id
* @param list 需要排序列表
*/
export function sortByBeSentHeart(roleId: string, list: Relation[]) {
let result = list.map(cur => {
let json = getSentHeart(roleId, cur);
return {...cur, ...json};
})
result.sort((a, b) => {
if(a.beSentHeart == b.beSentHeart) {
return a.beSentHeartTime - b.beSentHeartTime;
} else {
return b.beSentHeart - a.beSentHeart;
}
});
return result
}
function getSentHeart(roleId: string, relation: Relation) {
let friendShip = <FriendShipType>relation.friendShip;
let json = outputCnt(roleId, friendShip);
if(!json) {
return {
beSentHeart: 0,
beSentHeartTime: 0
}
}
return {
beSentHeart: json.beSentHeart,
beSentHeartTime: json.beSentHeartTime
}
}