import { Application, BackendSession, pinus, HandlerService, } from 'pinus'; import { resResult, genCode, getRandSingleEelm } from '@pubUtils/util'; import { AUCTION_SOURCE, DEBUG_MAGIC_WORD, ITEM_CHANGE_REASON, MAIL_TYPE, PUSH_ROUTE, STATUS, TASK_TYPE, WAR_TYPE } from '../../../consts'; import { BossInstanceModel } from '@db/BossInstance'; import { BattleRecordModel } from '@db/BattleRecord'; import { nowSeconds, getZeroPoint, getSeconds } from '@pubUtils/timeUtil'; import { getBossInstanceInfo, checkBossBattleMemberExists, pushBossHpMessage, addBossInstance, refreshUserGuildOfBoss, refreshGuildOfBoss, getBossHp, getBossInstanceInfoByData, pushBossStatus, zoomOutDamage, zoomInDamage } from '../../../services/guildBossService'; import { findWhere } from 'underscore' import { GUILD_STRUCTURE, GUILD_BOSS_STATUS, GUILD_POINT_WAYS } from '@consts/constModules/guildConst'; import { DATA_NAME } from '@consts/dataName'; import { UserGuildModel } from '@db/UserGuild'; import { addActive, addBossWarExtendActive } from '../../../services/guildService'; import { GuildModel } from '@db/Guild'; import { gameData, getBossByLv } from '@pubUtils/data'; import { lockData } from '../../../services/redLockService'; import { pushGuildBossSucMsg, getGuildChannelSid } from '../../../services/chatService'; import { checkTask } from '../../../services/task/taskService'; import { guildInter, pvpEndParamInter } from '@pubUtils/interface'; import { addItems, getGoldObject, handleCost } from '../../../services/role/rewardService'; import * as dicParam from '@pubUtils/dicParam'; import { RoleModel } from '@db/Role'; import { sendMailToGuildByContent } from '../../../services/mailService'; import { genAuction, getAuctionRewardByPoolId } from '../../../services/auctionService'; import { sendMessageToGuildWithSuc } from '../../../services/pushService'; import { getBattleRecordParam } from '../../../services/normalBattleService'; export default function (app: Application) { new HandlerService(app, {}); return new GuildHandler(app); } export class GuildHandler { constructor(private app: Application) { } // 获得boss关卡 async getBossInstance(msg: guildInter & {}, session: BackendSession) { let { myUserGuild: userGuild } = msg; let result = await getBossInstanceInfo(userGuild); return resResult(STATUS.SUCCESS, result); } //开启演武场 async openBossInstance(msg: guildInter & {}, session: BackendSession) { const serverId: number = parseInt(session.get('serverId')); const { myUserGuild: userGuild } = msg; const { guildCode: code } = userGuild; let res: any = await lockData(serverId, DATA_NAME.BOSS_SCRIPT, code);//加锁 if (!!res.err) return resResult(STATUS.REDLOCK_ERR); const guild = await GuildModel.findByCode(code, serverId, 'code lv structure refOpenBossTime openBossCnt'); if (!guild) { res.releaseCallback(); return resResult(STATUS.GUILD_NOT_FOUND); } const { structure } = guild; const curStructure = structure.find(cur => cur.id == GUILD_STRUCTURE.BOSS); if (!curStructure) { res.releaseCallback(); return resResult(STATUS.GUILD_STRUCTURE_NOT_FOUND); } let bossBase = getBossByLv(curStructure.lv); let dicBossBaseWar = getRandSingleEelm(bossBase.wars); // let bossHp = Math.ceil(medianCe * bossBase.ratio); let { ratio, bossHp } = await getBossHp(serverId, code, dicBossBaseWar, bossBase.bossLevel); let resGuild = await GuildModel.costFund(code, bossBase.opencost); if (!resGuild) { res.releaseCallback(); return resResult(STATUS.GUILD_FUND_NOT_ENOUGH); } let bossInstance = await BossInstanceModel.findBossInstance(code); if (!!bossInstance && bossInstance.status == GUILD_BOSS_STATUS.OPEN) { res.releaseCallback(); return resResult(STATUS.GUILD_SCRIPT_IS_OPENED_TODAY); } // 每天开启一次 let { leaderOpenCnt } = await refreshGuildOfBoss(guild); if(leaderOpenCnt >= dicParam.GUILD_BOSS.GUILD_BOSS_OPEN_COUNT) { res.releaseCallback(); return resResult(STATUS.GUILD_SCRIPT_IS_OPENED_TODAY); } await refreshGuildOfBoss(guild, 1); bossInstance = await BossInstanceModel.openBossInstance(code, bossHp, ratio, dicBossBaseWar.warId, bossBase.bossLevel); res.releaseCallback(); let result = await getBossInstanceInfoByData(bossInstance, userGuild, guild); await pushBossStatus(code, result); return resResult(STATUS.SUCCESS, result); } async battleBoss(msg: guildInter & {}, session: BackendSession) { const roleId: string = session.get('roleId'); const roleName: string = session.get('roleName'); const sid: string = session.get('sid'); const { myUserGuild: userGuild } = msg; const { guildCode } = userGuild; let bossInstance = await BossInstanceModel.findBossInstance(guildCode); if (!bossInstance) return resResult(STATUS.GUILD_SCRIPT_NOT_OPENED); if (bossInstance.bossHp <= 0) return resResult(STATUS.GUILD_SCRIPT_IS_COMPLETE); let { myChallengeCnt } = await refreshUserGuildOfBoss(userGuild, 0, 0); if(myChallengeCnt >= dicParam.GUILD_BOSS.GUILD_BOSS_CHALLENGE_COUNT) { return resResult(STATUS.GUILD_SCRIPT_IS_BATTLED); } let { code: bossCode, warId, ranks, bossHp, encourageCnt } = bossInstance; const battleCode = genCode(8); // 关卡唯一值 await BattleRecordModel.updateBattleRecordByCode(battleCode, { $set: { roleId, roleName, battleId: warId, warType: WAR_TYPE.BOSS, status: 0, record: { heroes: [], bossInstanceCode: bossCode, bossHp: zoomOutDamage(bossHp), encourageCnt }, } }, true); const serverId: number = parseInt(session.get('serverId')); await addBossInstance(guildCode, serverId, roleId); if (!findWhere(ranks, { roleId })) { await BossInstanceModel.pushRanks(bossCode, { roleId, score: 0, time: nowSeconds(), job: userGuild.job }); } else { await BossInstanceModel.updateRank(bossCode, roleId); } let { myChallengeCnt: newMyChallengeCnt } = await refreshUserGuildOfBoss(userGuild, 0, 1); // 任务 await checkTask(serverId, roleId, sid, TASK_TYPE.GUILD_BOSS); await addActive(roleId, serverId, GUILD_POINT_WAYS.BOSS_WAR);//获得活跃值 return resResult(STATUS.SUCCESS, { battleCode, bossCode: bossInstance.code, myChallengeCnt: newMyChallengeCnt }); } async getBossInstanceByBattleCode(msg: guildInter & { battleCode: string }, session: BackendSession) { const { battleCode, myUserGuild: userGuild } = msg; let result = { status: 0, bossInfo: null }; let battleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode); if(battleRecord && battleRecord.record && battleRecord.record.bossInstanceCode) { let bossInstance = await BossInstanceModel.findByCode(battleRecord.record.bossInstanceCode); if(bossInstance) { let info = await getBossInstanceInfoByData(bossInstance, userGuild); result.status = bossInstance.status; result.bossInfo = info.bossInfo && { ...info.bossInfo, encourageCnt: battleRecord.record.encourageCnt } } } return resResult(STATUS.SUCCESS, result); } async action(msg: guildInter & { bossCode: string, damage: number, battleCode: string }, session: BackendSession) { const { battleCode, damage, myUserGuild: userGuild, bossCode } = msg; const roleId: string = session.get('roleId'); const roleName: string = session.get('roleName'); const serverId: number = parseInt(session.get('serverId')); if(!userGuild) return resResult(STATUS.GUILD_NOT_FOUND); const { guildCode } = userGuild; let flag = await checkBossBattleMemberExists(guildCode, serverId, roleId, battleCode); if (!flag) { return resResult(STATUS.SUCCESS); } //记录伤害 let bossInstance = await BossInstanceModel.updateBossHp(bossCode, zoomInDamage(damage), roleId); if(!bossInstance) { // 如果已经被扣成负的了 return resResult(STATUS.SUCCESS, { bossHp: 0 }); } await BattleRecordModel.incBossDamage(battleCode, zoomInDamage(damage), bossInstance.bossHp); if (bossInstance.bossHp <= 0) {//进入结算 let res:any = await lockData(serverId, DATA_NAME.BOSS_SCRIPT, guildCode);//加锁 if (!!res.err) return resResult(STATUS.SUCCESS, { bossHp: 0 }); bossInstance = await BossInstanceModel.clearBoss(bossCode, bossInstance.bossHp, roleId); if (!bossInstance) return resResult(STATUS.SUCCESS, { bossHp: 0 }); let { warId, bossLv } = bossInstance;//锁定关卡信息 await pushBossHpMessage(guildCode, serverId, 0, true); // 击杀奖励&伤害奖励 let dicBossBase = gameData.bossBaseByBossLv.get(bossLv); let dicWar = gameData.war.get(warId); await sendMailToGuildByContent(MAIL_TYPE.GUILD_BOSS_REWARD, guildCode, { params: [`${dicWar.gk_name?.split('&')[1]}`], goods: dicBossBase.killReward }); // 加入拍卖行 if(dicBossBase) { let rewards = getAuctionRewardByPoolId(dicBossBase.rewards); await genAuction(guildCode, AUCTION_SOURCE.BOSS, bossCode, serverId, rewards); } let result = await getBossInstanceInfoByData(bossInstance, userGuild); await pushBossStatus(guildCode, result); pushGuildBossSucMsg(roleId, roleName, guildCode, bossInstance); await addBossWarExtendActive(bossCode, serverId) res.releaseCallback();//解锁 return resResult(STATUS.SUCCESS, { bossHp: 0 }); } else { pushBossHpMessage(guildCode, serverId, bossInstance.bossHp); return resResult(STATUS.SUCCESS, { bossHp: bossInstance.bossHp }); } } async battleBossEnd(msg: guildInter & { bossCode: string, battleCode: string, damageRecords: pvpEndParamInter[], round: number }, session: BackendSession) { const { battleCode, myUserGuild: userGuild, bossCode, damageRecords, round } = msg; const roleId = session.get('roleId'); const roleName = session.get('roleName'); const sid = session.get('sid'); let bossInstance = await BossInstanceModel.findByCode(bossCode); if(!bossInstance) return resResult(STATUS.WRONG_PARMS); let battleRecord = await BattleRecordModel.updateBattleRecordByCode(battleCode, { $set: { status: 1, ...getBattleRecordParam(damageRecords, round) }//战斗结束统一设置成1 }, true); let { bossDamage = 0 } = battleRecord.record; // 伤害奖励 let dicBossBase = gameData.bossBaseByBossLv.get(bossInstance.bossLv); let { basicReward, damageRewardTotal } = dicBossBase; let damageReward = damageRewardTotal.map(cur => { return { id: cur.id, count: Math.ceil(cur.count * bossDamage / bossInstance.bossTotalHp )} }) let reward = [...basicReward, ...damageReward]; let battleGoods = await addItems(roleId, roleName, sid, reward, ITEM_CHANGE_REASON.BOSS_BATTLE_END); let result = await getBossInstanceInfoByData(bossInstance, userGuild); return resResult(STATUS.SUCCESS, { ...result, battleGoods, createdAt: getSeconds(battleRecord.createdAt) }); } async encourage(msg: guildInter & { count: number }, session: BackendSession) { const { count, myUserGuild: userGuild } = msg; const roleId: string = session.get('roleId'); const sid: string = session.get('sid'); let bossInstance = await BossInstanceModel.findBossInstance(userGuild.guildCode); if(!bossInstance) return resResult(STATUS.GUILD_SCRIPT_NOT_OPENED); let { myEncourageCnt } = await refreshUserGuildOfBoss(userGuild); let freeCount = dicParam.GUILD_BOSS.GUILD_BOSS_ENCOURAGE_FREECOUNT - myEncourageCnt > 0? dicParam.GUILD_BOSS.GUILD_BOSS_ENCOURAGE_FREECOUNT - myEncourageCnt: 0; let costGold = (count - freeCount) * dicParam.GUILD_BOSS.GUILD_BOSS_ENCOURAGE_COST; if(costGold < 0) costGold = 0; let { gold } = await RoleModel.findByRoleId(roleId, 'gold'); if(gold < costGold) return resResult(STATUS.BATTLE_GOLD_NOT_ENOUGH); let { code, bossLv } = bossInstance; let dicBossBase = gameData.bossBaseByBossLv.get(bossLv); bossInstance = await BossInstanceModel.encourage(code, count, dicBossBase.encourageSum); // 军团次数 if(!bossInstance) return resResult(STATUS.GUILD_SCRIPT_ENCOURGE_NOT_ENOUGH); let consume = getGoldObject(costGold); let costResult = await handleCost(roleId, sid, [consume], ITEM_CHANGE_REASON.GUILD_BOSS_ENCOURAGE); if(!costResult) return resResult(STATUS.BATTLE_GOLD_NOT_ENOUGH); let { myEncourageCnt: myEncourageCntResult } = await refreshUserGuildOfBoss(userGuild, count); let result = { encourageCnt: bossInstance.encourageCnt, encourageMax: dicBossBase.encourageSum, myEncourageCnt: myEncourageCntResult } await sendMessageToGuildWithSuc(userGuild.guildCode, PUSH_ROUTE.GUILD_BOSS_ENCOURAGE, result); return resResult(STATUS.SUCCESS, result); } async debugAddBattleTimes(msg: { magicWord: string }, session: BackendSession) { const { magicWord } = msg; if (magicWord !== DEBUG_MAGIC_WORD) { return resResult(STATUS.TOKEN_ERR); } const roleId: string = session.get('roleId'); await UserGuildModel.updateInfo(roleId, { bossChallengeCnt: 0 }, {}); return resResult(STATUS.SUCCESS); } async debugAddOpenTimes(msg: { magicWord: string }, session: BackendSession) { const { magicWord } = msg; if (magicWord !== DEBUG_MAGIC_WORD) { return resResult(STATUS.TOKEN_ERR); } const guildCode: string = session.get('guildCode'); await GuildModel.updateInfo(guildCode, { openBossCnt: 0 }, {}); return resResult(STATUS.SUCCESS); } }