import { difference } from 'underscore'; /* * @Author: 梁桐川 * @Date: 2020-11-30 15:05:48 * @Last Modified by: 梁桐川 * @Last Modified time: 2020-12-03 21:36:00 */ import { IT_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, COM_TEAM_STATUS, COM_BTL_CONST, CONSUME_TYPE, COM_BTL_QUALITY, QUALITY_TYPE } from './../../../consts'; import { getGoodById, getBossHpByBlueprtId, getBlueprtComposeByQuality, getBluePrtByQuality, getWarById, getWarIdByBlueprtId, comBtlRangeInfo, comBtlRangeByLv } from '../../../pubUtils/gamedata'; import { ComBattleTeamModel, BossHp } from '../../../db/ComBattleTeam'; import Role, { RoleModel } from '../../../db/Role'; import { STATUS } from '../../../consts/statusCode'; import { Application, BackendSession } from 'pinus'; import { resResult, getRandomByLen, calculateNum, getRandValue, ratioReward, reduceCe, getRandValueByMinMax } from '../../../pubUtils/util'; import { RoleStatus } from '../../../db/ComBattleTeam'; import { ItemModel } from '../../../db/Item'; import { handleFixedReward, addItems, handleCost, decreaseItems } from '../../../services/rewardService'; import { checkRoleInQueue, getTeamSearchByQuality, rmRoleFromQueue, setTeamSearchReq } from '../../../services/redisService'; import { transBossHpArr } from '../../../services/battleService'; import { getRandBlueprtId, getRandComBtlRobots, checkComBattleResult, clearComBtlTimer, getRealReward, getAssistTimesByQuality, getFrd, updateRobotHurtByTime, comBtlLvInvalid, clearRobotHurtTimer, setDismissTimer, dismissTeam, incEquipPrintDrop, randEquipPrintId, handleComBtlProgress } from '../../../services/comBattleService'; import { setAp } from '../../../services/actionPointService'; import { roleLevelup } from '../../../services/normalBattleService'; export default function(app: Application) { return new ComBattleHandler(app); } class ComTeam { // 队伍唯一编号 teamCode: string; // 玩家列表 roleIds: Array // 队伍是否开放加入 pub: boolean; // 对应藏宝图 Id blueprtId: number; // 战斗状态 0:未开始,1:已开始,2:胜利,3:失败 status: number; // 玩家状态 roleStatus: Array; // 队长 roleId capId: string; // 战力限制 ceLimit: number; // boss 总血量 bossHp: number; // boss 当前血量 bossCurHp: number; // 单个 boss 血量状态 bossHpArr: Array; // 品质 quality: number; // 当前回合 curRnd: number; // 队伍中人数 roleCnt: number; // 藏宝图等级所处范围,用来匹配 lvRange: number; // 队伍是否开放加入 timeout: boolean; constructor(teamCode: string, pub: boolean, blueprtId: number, status: number, capId: string, ceLimit: number, bossHp: number, quality: number, bossHpArr:Array ) { this.teamCode = teamCode; this.pub = pub; this.blueprtId = blueprtId; this.status = status; this.capId = capId; this.ceLimit = ceLimit; this.bossHp = bossHp; this.bossCurHp = bossHp; this.quality = quality; this.bossHpArr = bossHpArr; this.curRnd = 0; this.roleCnt = 1; this.timeout = false; let { lvLimited } = getGoodById(blueprtId); this.lvRange = comBtlRangeByLv(lvLimited); } } export class ComBattleHandler { constructor(private app: Application) { } private teamMap: Map = new Map(); private teamDisTimer: Map = new Map(); private robotHurtTimer: Map = new Map(); /** * @description 队长创建队伍 * @param {{blueprtId: number, pub: boolean, ceLimit: number}} msg 藏宝图Id,是否公开,战力限制 * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async createTeam(msg: {blueprtId: number, pub: boolean, ceLimit: number}, session: BackendSession) { let roleId = session.get('roleId'); let roleName = session.get('roleName'); let sid = session.get('sid'); let teamCode = session.get('teamCode'); const { blueprtId, pub, ceLimit } = msg; console.log('createTeam msg: ', msg); // 检查藏宝图Id是否合法 let goodData = getGoodById(blueprtId); if (!goodData || goodData.itid !== IT_TYPE.BLUEPRT || COM_BTL_QUALITY.indexOf(goodData.quality) === -1) return resResult(STATUS.COM_BATTLE_BLUEPRT_INVALID); // 检查藏宝图是否足够 let { lv, headHid = 19, topFiveCe = 100, sHid = 19 } = await RoleModel.findByRoleId(roleId); topFiveCe = reduceCe(topFiveCe); if (lv < COM_BTL_CONST.ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH); let blueprt = await ItemModel.findbyRoleAndGidAndCount(roleId, blueprtId, 1); if (!blueprt) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_FOUND); // 检查是否有已创建未结束的寻宝,预先占用一张藏宝图 let teams = await ComBattleTeamModel.getTeamByCapAndStatus(roleId, COM_TEAM_STATUS.FIGHTING); if (teams && blueprt.count <= teams.length) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_ENOUGH); let roleStatus = []; let roleIds = []; roleIds.push(roleId); let capStatus = new RoleStatus(roleId, roleName, true, false, headHid, sHid, topFiveCe, lv); roleStatus.push(capStatus); // 检查是否有正在匹配的符合要求的玩家 let teammates = await getTeamSearchByQuality(goodData.quality, comBtlRangeByLv(goodData.lvLimited)); if (teammates) { for (let teammate of teammates) { let roleInfo = await RoleModel.findByRoleId(teammate.roleId); if (!roleInfo || roleIds.indexOf(teammate.roleId) !== -1) continue; let {roleId, roleName, headHid = 19, sHid = 19, topFiveCe, lv} = roleInfo; topFiveCe = reduceCe(topFiveCe); if (topFiveCe < ceLimit) continue; let isFrd = await getFrd(roleId, goodData.quality); const st = new RoleStatus(roleId, roleName, false, isFrd, headHid, sHid, topFiveCe, lv); roleStatus.push(st); roleIds.push(roleInfo.roleId); } } let { bossHpSum, bossHpArr } = getBossHpByBlueprtId(blueprtId); // 创建队伍数据结构 let comTeam = new ComTeam(teamCode, pub, blueprtId, COM_TEAM_STATUS.DEFAULT, roleId, ceLimit, bossHpSum || 10000, goodData.quality, transBossHpArr(bossHpArr)); comTeam.roleStatus = roleStatus; comTeam.roleIds = roleIds; this.teamMap.set(teamCode, comTeam); // TODO: 处理助战回滚 const team = await ComBattleTeamModel.createTeam(comTeam); if (!team) return resResult(STATUS.COM_BATTLE_CREATE_ERR); let channelService = this.app.get('channelService'); let channel = channelService.getChannel(teamCode, true); let users = channel.getMembers(); if (users.indexOf(roleId) === -1) { channel.add(roleId, sid); } let uids = []; uids.push({roleId, sid}); if (teammates) { for (let teammate of teammates) { let { roleId, sid } = teammate; uids.push({uid: roleId, sid}); let users = channel.getMembers(); if (users.indexOf(roleId) === -1) { channel.add(roleId, sid); } } channelService.pushMessageByUids('onTeamJoin', resResult(STATUS.SUCCESS, {teamInfo: comTeam}), uids); } let thiz = this; // 倒计时一定时间给队长匹配机器人 let teamStatus = thiz.teamMap.get(teamCode); if (pub === true && teamStatus && teamStatus.roleIds && teamStatus.status === COM_TEAM_STATUS.DEFAULT && teamStatus.roleIds.length < 3) { 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 () => { if (teamStatus.status === COM_TEAM_STATUS.DEFAULT && teamStatus.roleIds.length < 3) { let { robotStArr, robotIdArr } = getRandComBtlRobots(topFiveCe, teamStatus.ceLimit, lv, 1); teamStatus.roleIds = teamStatus.roleIds.concat(robotIdArr); teamStatus.roleStatus = teamStatus.roleStatus.concat(robotStArr); for (let st of robotStArr) { await ComBattleTeamModel.addRole(teamCode, st); } channel.pushMessage('onTeamJoin', resResult(STATUS.SUCCESS, {teamInfo: teamStatus})); setDismissTimer(teamStatus, thiz.teamMap, roleId, thiz.teamDisTimer, thiz.app); } }, joinTime); } } setDismissTimer(teamStatus, thiz.teamMap, roleId, thiz.teamDisTimer, thiz.app); return resResult(STATUS.SUCCESS, { teamCode, roleStatus }); } /** * @description 匹配队伍 * @param {{qualityArr: [number]}} msg 要匹配的品质数组列表 * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async searchTeam(msg: {qualityArr: [number], lvRange: number}, session: BackendSession) { let roleId = session.get('roleId'); let roleName = session.get('roleName'); let sid = session.get('sid'); const { qualityArr, lvRange = 1 } = msg; let { lv, headHid = 19, topFiveCe = 1000, sHid = 19 } = await RoleModel.findByRoleId(roleId); topFiveCe = reduceCe(topFiveCe); if (comBtlLvInvalid(lv, lvRange)) { return resResult(STATUS.COM_BATTLE_ASSIST_LV_NOT_ENOUGH); } if (difference(qualityArr, COM_BTL_QUALITY).length !== 0) { return resResult(STATUS.COM_BLUEPRT_QUALITY_ERROR); } const team = await ComBattleTeamModel.getOtherTeamByQualityAndSt(roleId, qualityArr, COM_TEAM_STATUS.DEFAULT, lvRange, topFiveCe); // TODO: 有匹配的队伍还需要重新 joinTeam 加入,有失败可能,体验不好,需优化 if (team && team.roleIds.length < 3 && team.status === COM_TEAM_STATUS.DEFAULT && team.roleIds.indexOf(roleId) === -1) { return resResult(STATUS.SUCCESS, {teamCode: team.teamCode}); } let teamCode = session.get('teamCode'); await setTeamSearchReq(roleId, sid, qualityArr, lvRange); let thiz = this; // 倒计时匹配两个机器人 setTimeout(async () => { let inQueue = await checkRoleInQueue(roleId, sid, qualityArr, lvRange); if (!inQueue) return; await rmRoleFromQueue(roleId, sid, qualityArr, lvRange); let roleStatus = []; let roleIds = []; // 创建队伍 let blueprtId = getRandBlueprtId(qualityArr).pop(); let { quality } = getGoodById(blueprtId); let { bossHpSum, bossHpArr } = getBossHpByBlueprtId(blueprtId); let comTeam = new ComTeam(teamCode, false, blueprtId, COM_TEAM_STATUS.DEFAULT, 'robot', 0, bossHpSum || 10000, quality, transBossHpArr(bossHpArr)); let isFrd = await getFrd(roleId, quality); // 将玩家加入队伍 let roleInfo = new RoleStatus(roleId, roleName, false, isFrd, headHid, sHid, topFiveCe, lv); roleStatus.push(roleInfo); roleIds.push(roleId); // 创建并添加机器人 let { robotStArr, robotIdArr } = getRandComBtlRobots(topFiveCe, comTeam.ceLimit, lv, 2); roleStatus = roleStatus.concat(robotStArr); roleIds = roleIds.concat(robotIdArr); comTeam.roleStatus = roleStatus; comTeam.roleIds = roleIds; let channelService = thiz.app.get('channelService'); const team = await ComBattleTeamModel.createTeam(comTeam); // if (!team) channelService.pushMessageByUids('onTeamJoin', {teamInfo: null}, [{uid: roleId, sid}]); thiz.teamMap.set(teamCode, comTeam); // 推送组队消息 channelService.pushMessageByUids('onTeamJoin', resResult(STATUS.SUCCESS, {teamInfo: comTeam}), [{uid: roleId, sid}]); let channel = channelService.getChannel(teamCode, true); let users = channel.getMembers(); if (users.indexOf(roleId) === -1) { channel.add(roleId, sid); } // 机器人队伍 3 秒直接开战 setTimeout(async () => { thiz.startBattle({teamCode}, session); }, 3000); }, COM_BTL_CONST.ASSIST_TIME); return resResult(STATUS.SUCCESS); } /** * @description 取消匹配 * @param {{}} msg * @param {BackendSession} session * @memberof ComBattleHandler */ async cancelSearch(msg: {}, session: BackendSession) { let roleId = session.get('roleId'); let sid = session.get('sid'); await rmRoleFromQueue(roleId, sid, COM_BTL_QUALITY, null); return resResult(STATUS.SUCCESS); } /** * @description 当匹配 searchTeam 匹配到其它队伍时,需要调用此接口加入 * @param {{teamCode: string, isFrd: boolean}} msg 要加入的队伍编号,是否情谊助战 * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async joinTeam(msg: {teamCode: string, isFrd: boolean}, session: BackendSession) { let roleId = session.get('roleId'); let roleName = session.get('roleName'); let sid = session.get('sid'); let { teamCode, isFrd } = msg; let teamStatus = this.teamMap.get(teamCode); if (!teamStatus || teamStatus.status !== COM_TEAM_STATUS.DEFAULT) return resResult(STATUS.COM_BATTLE_TEAM_INVALID); if (teamStatus.roleIds.length === 3) return resResult(STATUS.COM_BATTLE_MEMBER_LIMIT); if (teamStatus.roleIds.indexOf(roleId) !== -1) return resResult(STATUS.COM_BATTLE_DUP_ENTER); let { lv = 1, headHid = 19, topFiveCe = 0, sHid = 19 } = await Role.findByRoleId(roleId); topFiveCe = reduceCe(topFiveCe); let { quality } = getGoodById(teamStatus.blueprtId); if (lv < COM_BTL_CONST.ENABLE_LV) { return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH); } else if (comBtlLvInvalid(lv, teamStatus.lvRange)) { return resResult(STATUS.COM_BATTLE_ASSIST_LV_NOT_ENOUGH); } else if (topFiveCe < teamStatus.ceLimit) { return resResult(STATUS.COM_BATTLE_CE_LIMIT); } if (!isFrd) { isFrd = await getFrd(roleId, quality); } // 加入队伍 let roleStatus = new RoleStatus(roleId, roleName, false, isFrd, headHid, sHid, topFiveCe, lv); const team = await ComBattleTeamModel.addRole(teamCode, roleStatus); if (!team || team.roleIds.length > 3) { return resResult(STATUS.COM_BATTLE_JOIN_ERR); } // 推送队伍信息给所有玩家 let channelService = this.app.get('channelService'); let channel = channelService.getChannel(teamCode, false); teamStatus.roleIds.push(roleId); teamStatus.roleStatus.push(roleStatus); let users = channel.getMembers(); if (users.indexOf(roleId) === -1) { channel.add(roleId, sid); } channel.pushMessage('onTeamJoin', resResult(STATUS.SUCCESS, {teamInfo: teamStatus})); setDismissTimer(teamStatus, this.teamMap, roleId, this.teamDisTimer, this.app); return resResult(STATUS.SUCCESS, { teamInfo: teamStatus}); } /** * @description 设置是否情谊助战 * @param {{teamCode: string, isFrd: boolean}} msg 队伍编号;情谊助战要设置的值,true 为情谊助战 * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async setFrdAssistance(msg: {teamCode: string, isFrd: boolean}, session: BackendSession) { let roleId = session.get('roleId'); let { isFrd, teamCode } = msg; const isFrdPre = isFrd; let teamStatus = this.teamMap.get(teamCode); if (!teamStatus || teamStatus.status !== COM_TEAM_STATUS.DEFAULT) return resResult(STATUS.COM_BATTLE_TEAM_INVALID); if (teamStatus.capId === roleId) return resResult(STATUS.COM_BATTLE_SET_FRD_ERR); if (!isFrd) { isFrd = await getFrd(roleId, teamStatus.quality); } if (isFrd !== isFrdPre) { return resResult(STATUS.COM_BATTLE_ASSIST_NOT_ENOUGH); } teamStatus.roleStatus.forEach(async st => { st.isFrd = isFrd; await ComBattleTeamModel.updateRoleStFrd(teamCode, roleId, isFrd); }); return resResult(STATUS.SUCCESS, { teamCode, isFrd }); } /** * 获取队伍列表-deprecated * @param msg * @param session */ async getTeams(msg: { blueprtIds: Array }, session: BackendSession) { let roleId = session.get('roleId'); let { lv } = await Role.findByRoleId(roleId); if (lv < COM_BTL_CONST.ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH); const teams = await ComBattleTeamModel.getTeamByBlueprt(msg.blueprtIds, COM_TEAM_STATUS.DEFAULT, true); if (!teams) return resResult(STATUS.COM_BATTLE_NO_VALID_TEAM); return resResult(STATUS.SUCCESS, { teamInfos: teams}); } /** * @description 队伍准备-deprecate * @param {{teamCode: string, heroes: Array}} msg * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async teammateReady(msg: {teamCode: string, heroes: Array}, session: BackendSession) { let roleId = session.get('roleId'); let { teamCode, heroes } = msg; let teamStatus = this.teamMap.get(teamCode); if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID); let team = await ComBattleTeamModel.updateHeroes(teamCode, roleId, heroes); if (!team) return resResult(STATUS.COM_BATTLE_UPDATE_HEROES_ERR); teamStatus.roleStatus.forEach(st => { if (st && st.roleId === roleId) { st.heroes = heroes; } }); let channelService = this.app.get('channelService'); let channel = channelService.getChannel(teamCode, false); channel.pushMessage('onTeammateReady', resResult(STATUS.SUCCESS, {teamCode, roleId, heroes})); return resResult(STATUS.SUCCESS); } /** * @description 出兵时记录玩家阵容 * @param {{teamCode: string, heroes: Array}} msg 队伍编号;阵容 * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async setupHeroes(msg: {teamCode: string, heroes: Array, battleCode: string}, session: BackendSession) { let roleId = session.get('roleId'); let { teamCode, heroes, battleCode = 'default' } = msg; if (!heroes || heroes.length === 0) return resResult(STATUS.COM_BATTLE_HEROES_ERR); let teamStatus = this.teamMap.get(teamCode); if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID); let team = await ComBattleTeamModel.setupBattleInfo(teamCode, roleId, heroes, battleCode); if (!team) return resResult(STATUS.COM_BATTLE_UPDATE_HEROES_ERR); teamStatus.roleStatus.forEach(st => { if (st && st.roleId === roleId) { st.heroes = heroes; st.battleCode = battleCode; } }); let channelService = this.app.get('channelService'); let channel = channelService.getChannel(teamCode, false); channel.pushMessage('onTeammateReady', resResult(STATUS.SUCCESS, {teamCode, roleId, heroes})); return resResult(STATUS.SUCCESS); } /** * @description 从队伍中移除玩家 * @param {{teamCode: string, roleIdToRm: string}} msg 队伍编号;要移除的玩家 Id * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async rmTeammate(msg: {teamCode: string, roleIdToRm: string}, session: BackendSession) { let roleId = session.get('roleId'); let { teamCode, roleIdToRm } = msg; let teamStatus = this.teamMap.get(teamCode); if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID); if (roleId === teamStatus.capId && roleId === roleIdToRm) return resResult(STATUS.COM_BATTLE_RM_SELF); // 队长移除自己视为解散,提示确认 // if (roleId !== teamStatus.capId && roleId !== roleIdToRm) return resResult(STATUS.COM_BATTLE_CAN_NOT_RM); if (roleId !== teamStatus.capId) return resResult(STATUS.COM_BATTLE_CAP_ONLY); // 只有队长可以移除玩家 // 移除操作 let team = await ComBattleTeamModel.removeRole(teamCode, roleIdToRm); if (!team) return resResult(STATUS.COM_BATTLE_RM_TEAMMATE_ERR); let roleIdx = teamStatus.roleIds.indexOf(roleIdToRm); teamStatus.roleIds.splice(roleIdx, 1); teamStatus.roleStatus.some((elem, idx) => { if (elem.roleId === roleIdToRm) { teamStatus.roleStatus.splice(idx, 1); } }); // 推送移除消息 let channelService = this.app.get('channelService'); let channel = channelService.getChannel(teamCode, false); // 先推送离队消息,再将玩家从房间中移除 channel.pushMessage('onLeaveTeam', resResult(STATUS.SUCCESS, {teamCode, roleId: roleIdToRm})); let users = channel.getMembers(); if (users.indexOf(roleIdToRm) !== -1) { channel.removeMember(roleIdToRm); } clearComBtlTimer(teamCode, this.teamDisTimer); // 移除队员停止解散计时 let thiz = this; setTimeout(async () => { let team = thiz.teamMap.get(teamCode); if (team && team.roleIds && team.status === COM_TEAM_STATUS.DEFAULT && team.roleIds.length < 3) { let roleSt: RoleStatus; for (let st of team.roleStatus) { if (st.roleId === roleId) { roleSt = st; } } if (!roleSt) return; let { topFiveCe, lv } = roleSt; let { robotStArr, robotIdArr } = getRandComBtlRobots(topFiveCe, team.ceLimit, lv, 3 - team.roleIds.length); team.roleIds = team.roleIds.concat(robotIdArr); team.roleStatus = team.roleStatus.concat(robotStArr); for (let st of robotStArr) { await ComBattleTeamModel.addRole(teamCode, st); } channel.pushMessage('onTeamJoin', resResult(STATUS.SUCCESS, {teamInfo: team})); } await setDismissTimer(team, thiz.teamMap, roleId, thiz.teamDisTimer, thiz.app); }, COM_BTL_CONST.ASSIST_TIME); return resResult(STATUS.SUCCESS); } /** * @description 队长解散队伍 * @param {{teamCode: string}} msg 要解散的队伍编号 * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async dismiss(msg: {teamCode: string}, session: BackendSession) { let roleId = session.get('roleId'); let { teamCode } = msg; let teamStatus = this.teamMap.get(teamCode); let result = await dismissTeam(teamStatus, this.teamMap, roleId, this.teamDisTimer, this.app); return result; } /** * @description 开始战斗,队长操作或机器人队伍操作 * @param {{teamCode: string}} msg 队伍编号 * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async startBattle(msg: {teamCode: string}, session: BackendSession) { let roleId = session.get('roleId'); let sid = session.get('sid'); let { teamCode } = msg; let teamStatus = this.teamMap.get(teamCode); if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID); if (teamStatus.capId !== roleId && teamStatus.capId !== 'robot') return resResult(STATUS.COM_BATTLE_CAP_ONLY); if (teamStatus.status !== COM_TEAM_STATUS.DEFAULT) return resResult(STATUS.COM_BATTLE_ALREADY_START); teamStatus.status = COM_TEAM_STATUS.FIGHTING; let team = await ComBattleTeamModel.updateStatusByCode(teamCode, COM_TEAM_STATUS.FIGHTING); if (!team) return resResult(STATUS.COM_BATTLE_START_ERR); clearComBtlTimer(teamCode, this.teamDisTimer); // 战斗开始停止解散计时 let channelService = this.app.get('channelService'); let channel = channelService.getChannel(teamCode, false); channel.pushMessage('onComBtlStart', resResult(STATUS.SUCCESS, {teamCode, roleStatus: teamStatus.roleStatus})); // 每场倒计时结算 let thiz = this; setTimeout(async () => { let teamStatus = thiz.teamMap.get(teamCode); if (teamStatus && teamStatus.status === COM_TEAM_STATUS.FIGHTING) { clearRobotHurtTimer(teamStatus, this.robotHurtTimer); let channelService = thiz.app.get('channelService'); let channel = channelService.getChannel(teamCode, false); let team = await ComBattleTeamModel.syncTeamData({teamCode, status: COM_TEAM_STATUS.LOOSE, roleStatus: teamStatus.roleStatus, bossHpArr: teamStatus.bossHpArr}, true); if (!team) return resResult(STATUS.COM_BATTLE_RESULT_ERR); teamStatus.timeout = true; channel.pushMessage('onTeamComplete', resResult(STATUS.SUCCESS, {teamCode, result: false, timeout: true})); thiz.teamMap.delete(teamCode); } }, COM_BTL_CONST.BTL_TIME_LMT); teamStatus.roleStatus.forEach((st, idx) => { if (st.isRobot === true) { updateRobotHurtByTime(teamStatus, st, COM_BTL_CONST.ROBOT_BASE_TIME_INTERVAL + idx, channel, this.robotHurtTimer, this.teamMap); } }); return resResult(STATUS.SUCCESS); } /** * @description 战场中的状态同步,战斗结果判定 * @param {{teamCode: string, bossHurts: Array<{dataId: number, hurtHp: number}>, killed: Array, curRnd: number}} msg 队伍编号;boss 承伤;武将阵亡;当前回合 * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async action(msg: {teamCode: string, bossHurts: Array<{dataId: number, hurtHp: number}>, killed: Array, curRnd: number}, session: BackendSession) { let roleId = session.get('roleId'); let sid = session.get('sid'); let { teamCode, killed, bossHurts, curRnd } = msg; let teamStatus = this.teamMap.get(teamCode); if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID); if (teamStatus.status !== COM_TEAM_STATUS.FIGHTING) return resResult(STATUS.COM_BATTLE_NOT_START); for (let st of teamStatus.roleStatus) { if (st.roleId === roleId && (!st.heroes || st.heroes.length === 0)) { return resResult(STATUS.COM_BATTLE_HEROES_ERR); } } // 重置总血量,计算真实伤害 let actBossHurts = []; let totalHurtHp = 0; teamStatus.bossHpArr.forEach(boss => { for (let bh of bossHurts) { if (boss.dataId === bh.dataId && bh.hurtHp < 0) { let deltaHp = Math.abs(bh.hurtHp); if (boss.curHp >= deltaHp) { actBossHurts.push({dataId: boss.dataId, hurtHp: deltaHp}); totalHurtHp += deltaHp; boss.curHp -= deltaHp; } else if (boss.curHp > 0) { actBossHurts.push({dataId: boss.dataId, hurtHp: boss.curHp}); totalHurtHp += boss.curHp; boss.curHp = 0; } } } }); // 更新玩家武将阵亡情况,计算玩家总伤害,计算机器人造成的伤害 teamStatus.roleStatus.forEach(roleSt => { if (roleSt.roleId === roleId) { if (killed && killed.length) { killed.forEach(killedHid => { if (roleSt.killed.indexOf(killedHid) === -1 && roleSt.heroes.indexOf(killedHid) !== -1) { roleSt.killed.push(killedHid); } }); } roleSt.totalDmg += totalHurtHp; } }); teamStatus.curRnd = curRnd; teamStatus.bossCurHp -= totalHurtHp; if (teamStatus.bossCurHp < 0) teamStatus.bossCurHp = 0; // 推送本次行动情况 let channelService = this.app.get('channelService'); let channel = channelService.getChannel(teamCode, false); const roleStatus = teamStatus.roleStatus.map(st => {return {roleId: st.roleId, totalDmg: st.totalDmg, killed: st.killed}}); channel.pushMessage('onTeammateAct', resResult(STATUS.SUCCESS, { teamCode, bossCurHp: teamStatus.bossCurHp, bossHpArr: teamStatus.bossHpArr, roleStatus, actRoleId: roleId, actBossHurts })); const result = await handleComBtlProgress(teamStatus, this.robotHurtTimer, this.teamMap, channel); if (result && result.code !== 0) return result; return resResult(STATUS.SUCCESS); } /** * 客户端给服务器的战斗结束通知-deprecated * @param msg * @param session */ async battleEnd(msg: {teamCode: string, isSuccess: boolean}, session: BackendSession) { let roleId = session.get('roleId'); let { teamCode, isSuccess } = msg; let teamStatus = this.teamMap.get(teamCode); if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID); let channelService = this.app.get('channelService'); let channel = channelService.getChannel(teamCode, false); if (isSuccess && teamStatus.bossCurHp <= 0) { let team = await ComBattleTeamModel.updateResult(teamCode, roleId, isSuccess); if (!team) return resResult(STATUS.COM_BATTLE_RESULT_ERR); channel.pushMessage('onTeamComplete', resResult(STATUS.SUCCESS, {teamCode, result: isSuccess})); } else if (!isSuccess) { let team = await ComBattleTeamModel.updateResult(teamCode, roleId, isSuccess); if (!team) return resResult(STATUS.COM_BATTLE_RESULT_ERR); if (team.status === COM_TEAM_STATUS.LOOSE) { channel.pushMessage('onTeamComplete', resResult(STATUS.SUCCESS, {teamCode, result: isSuccess})); } else { channel.pushMessage('onTeammateAct', resResult(STATUS.SUCCESS, {teamCode, bossCurHp: teamStatus.bossCurHp, roleStatus: {roleId, battleStatus: 2}})); } } return resResult(STATUS.SUCCESS, { bossCurHp: teamStatus.bossCurHp }); } /** * @description 寻宝结算 * @param {{teamCode: string}} msg 寻宝队伍编号 * @param {BackendSession} session * @returns 掉落物品和玩家升级信息 * @memberof ComBattleHandler */ async comBattleEnd(msg: {teamCode: string}, session: BackendSession) { let roleId = session.get('roleId'); let roleName = session.get('roleName'); let sid = session.get('sid'); let { teamCode } = msg; let team = await ComBattleTeamModel.getTeamByCode(teamCode); clearRobotHurtTimer(team, this.robotHurtTimer); if (!team || team.status !== COM_TEAM_STATUS.WIN) return resResult(STATUS.COM_BATTLE_REWARD_ERR); let { roleStatus, blueprtId, status, bossHpArr } = team; let roleSt: RoleStatus = null; roleStatus.forEach(st => { if (st && st.roleId === roleId) { roleSt = st; } }); if (roleSt.gotReward) return resResult(STATUS.COM_BATTLE_REWARDED); let warInfo = getWarById(getWarIdByBlueprtId(blueprtId)); if (!warInfo) return resResult(STATUS.BATTLE_MISS_INFO); if(!warInfo.hasOwnProperty('cost')) { warInfo['cost'] = 0; } const now = Date.now(); // 当前时间戳 let apJson = await setAp(now, roleId, -1 * warInfo.cost); // 扣除体力 if(!apJson) { return resResult(STATUS.BATTLE_ACTION_POINT_LACK); } const { dropResult } = await incEquipPrintDrop(roleSt); if (dropResult) { const dropEquipId = randEquipPrintId(warInfo); if (dropEquipId) { roleSt.fixReward = `${roleSt.fixReward}|${dropEquipId}&${1}`; } } await ComBattleTeamModel.updateRewardSt(teamCode, roleId, true); const goods = await handleFixedReward(roleId, roleName, sid, roleSt.fixReward, 1); let actordata = await roleLevelup(roleId, warInfo.kingExp, session);// 主公升级经验 return resResult(STATUS.SUCCESS, { battleGoods: goods, ...actordata, teamInfo: {status, teamCode, roleStatus, bossHpArr} }); } async getComBtlStatus(msg: {teamCode: string}, session: BackendSession) { let { teamCode } = msg; let roleStatus, status, bossHpArr, timeout; let memTeam = this.teamMap.get(teamCode); if (memTeam) { ({ roleStatus, status, bossHpArr, timeout } = memTeam); } else { let dbTeam = await ComBattleTeamModel.getTeamByCode(teamCode); if (!dbTeam) return resResult(STATUS.COM_BATTLE_TEAM_INVALID); ({ roleStatus, status, bossHpArr, timeout } = dbTeam); } return resResult(STATUS.SUCCESS, { teamInfo: {status, teamCode, roleStatus, bossHpArr, timeout} }); } /** * @description 获取自己一段时间内的寻宝记录 * @param {{}} msg * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async getTeamRec(msg: {}, session: BackendSession) { let roleId = session.get('roleId'); let teams = await ComBattleTeamModel.getTeamByRoleAndTime(roleId, null, new Date(new Date().setHours(0, 0, 0, 0) - 2 * 24 * 60 * 60 * 1000)); if (!teams) return resResult(STATUS.COM_BATTLE_NO_RECENT_REC); return resResult(STATUS.SUCCESS, {teamInfos: teams}); } /** * @description 获取藏宝图数量 * @param {{ids: Array}} msg 藏宝图Id数组,可选参数 * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async getBlueprtCount(msg: {ids: Array}, session: BackendSession) { let roleId = session.get('roleId'); let { ids } = msg; let blueprts; if (ids && ids.length) { blueprts = await ItemModel.findbyRoleAndIds(roleId, ids); } else { blueprts = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.BLUEPRT); } return resResult(STATUS.SUCCESS, { blueprts }); } /** * @description 获取今日已助战次数 * @param {{}} msg * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async getAssistCnt(msg: {}, session: BackendSession) { let roleId = session.get('roleId'); let cntMap = await getAssistTimesByQuality(roleId); let cnt = []; for (let i = 0; i < COM_BTL_QUALITY.length; ++i) { cnt[i] = cntMap.get(i + 1) || 0; } return resResult(STATUS.SUCCESS, {cnt}); } /** * @description 获取寻宝可用次数,包含藏宝图数量和助战次数,分别用于创建和加入队伍 * @param {{}} msg 无参数 * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async getComBtlCnt(msg: {}, session: BackendSession) { let roleId = session.get('roleId'); let cntMap = await getAssistTimesByQuality(roleId); let cnt = []; for (let i = 0; i < COM_BTL_QUALITY.length; ++i) { cnt[i] = cntMap.get(i + 1) || 0; } const blueprts = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.BLUEPRT); return resResult(STATUS.SUCCESS, { blueprts, assistCnt: cnt }); } /** * @description 藏宝图合成 * @param {{original: Array<{id: number, count: number}>}} msg * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async composeBlueprt(msg: {original: Array<{id: number, count: number}>}, session: BackendSession) { const roleId = session.get('roleId'); const roleName = session.get('roleName'); const sid = session.get('sid'); const { original } = msg; // 原材料检查 let originalQuality: number, originalSum: number = 0; for(let {id, count} of original) { const goodInfo = getGoodById(id); if(!originalQuality) originalQuality = goodInfo.quality; if(originalQuality != goodInfo.quality) { return resResult(STATUS.COM_BLUEPRT_QUALITY_ERROR); } if(goodInfo.itid == IT_TYPE.BLUEPRT) { originalSum += count; } } const dicCompose = getBlueprtComposeByQuality(originalQuality); if(!dicCompose) { return resResult(STATUS.COM_BLUEPRT_QUALITY_CANNOT_COMPOSE); } if(originalSum != dicCompose.blueprtNum) { return resResult(STATUS.COM_BLUEPRT_COUNT_ERROR); } // 添加寻宝币 original.push({ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.TREASURE_POINT), count: dicCompose.coinNum }); // 消耗藏宝图和寻宝币 let costResult = await handleCost(roleId, sid, original); if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); const targetList = getBluePrtByQuality(dicCompose.targetQuality); const target = getRandomByLen(targetList); const reward = [{id: target, count: 1}]; const goods = await addItems(roleId, roleName, sid, reward); return resResult(STATUS.SUCCESS, { goods, costGold: 0 }); } }