import { BossInstanceType, BossInstanceModel } from '../db/BossInstance'; import { lockData } from '../services/redLockService'; import { findIndex, pick } from 'underscore'; import { sismemberAsync, smembersAsync, saddAsync, delAsync, getRoleOnlineInfo, getServerCreateTime } from '../services/redisService'; import { pinus } from 'pinus'; import { STATUS } from '../consts/statusCode'; import { resResult, shouldRefresh } from '../pubUtils/util'; import { BattleRecordModel } from '../db/BattleRecord'; import { getArmyBossRank, gameData, getBossHpRatio } from '../pubUtils/data'; import { sendMailToGuildByContent } from '../services/mailService'; import { MAIL_TYPE, AUCTION_SOURCE, ABI_TYPE, PUSH_ROUTE, BOSS_HP_RATIO_TYPE } from '../consts'; import { GUILD_BOSS_STATUS } from '../consts/constModules/guildConst'; import { genAuction } from './auctionService'; import { GuildModel, GuildType } from '../db/Guild'; import { UserGuildModel, UserGuildType } from '../db/UserGuild'; import { getZeroPoint, getZeroPointOfTime, nowSeconds } from '../pubUtils/timeUtil'; import { GUILDACTIVITY } from '../pubUtils/dicParam'; import { GuildRecord, ServerRecordModel } from '../db/ServerRecords'; import { sendMessageToGuildWithSuc, sendMessageToUsersWithSuc } from './pushService'; import { AttributeCal } from '../domain/roleField/attribute'; import { saveGuildBossHpLog } from '../pubUtils/logUtil'; import { getHeroesAttributes } from './playerCeService'; /** * 获得boss界面 * @param bossInstance * @param roleId */ export async function getBossInstanceInfo(userGuild: UserGuildType, guild?: GuildType) { let bossInstance = await BossInstanceModel.findBossInstance(userGuild.guildCode); if(!bossInstance) { bossInstance = await BossInstanceModel.findLastOverBossInstance(userGuild.guildCode); } return await getBossInstanceInfoByData(bossInstance, userGuild, guild); } export async function getBossInstanceInfoByData(bossInstance: BossInstanceType, userGuild: UserGuildType, guild?: GuildType) { if(!guild) guild = await GuildModel.findByCode(userGuild.guildCode, null, 'code refOpenBossTime openBossCnt'); let refObj = await getRefBossCnt(guild, userGuild); // 刷新次数 let status = bossInstance? bossInstance.status: GUILD_BOSS_STATUS.WAIT_OPEN; if(status == GUILD_BOSS_STATUS.CLEAR) status = GUILD_BOSS_STATUS.WAIT_OPEN; let bossInfo = null; if(bossInstance) { let { code, warId, ranks, bossHp, bossTotalHp, ratio, bossLv, encourageCnt } = bossInstance; let dicBossBase = gameData.bossBaseByBossLv.get(bossLv); let rankInfo = getRanks(ranks, userGuild.roleId); bossInfo = { bossCode: code, warId, ...rankInfo, bossHp: zoomOutDamage(bossHp), bossTotalHp: zoomOutDamage(bossTotalHp), bossLv, encourageCnt, encourageMax: dicBossBase.encourageSum, ratio }; } return { status, bossInfo, ...refObj } } export async function pushBossStatus(guildCode: string, result: any) { await sendMessageToGuildWithSuc(guildCode, PUSH_ROUTE.GUILD_BOSS_OPEN, pick(result, ['status', 'bossInfo', 'leaderOpenCnt'])); } async function getRefBossCnt(guild: GuildType, userGuild: UserGuildType) { let guildCnt = await refreshGuildOfBoss(guild); let userGuildCnt = await refreshUserGuildOfBoss(userGuild); return { ...guildCnt, ...userGuildCnt } } export async function refreshGuildOfBoss(guild: GuildType, inc: number = 0) { let { refOpenBossTime, openBossCnt, code } = guild; if(shouldRefresh(refOpenBossTime, new Date())) { openBossCnt = 0; } if(inc != 0) { guild = await GuildModel.updateInfo(code, { refOpenBossTime: new Date(), openBossCnt: openBossCnt + inc }); openBossCnt = guild.openBossCnt; } return { leaderOpenCnt: openBossCnt } } export async function refreshUserGuildOfBoss(userGuild: UserGuildType, incEncourage = 0, incChallenge = 0) { let { refBossTime, encourageCnt, bossChallengeCnt } = userGuild; if(shouldRefresh(refBossTime, new Date())) { encourageCnt = 0, bossChallengeCnt = 0; } if(incEncourage != 0 || incChallenge != 0) { userGuild = await UserGuildModel.updateInfo(userGuild.roleId, { refBossTime: new Date(), encourageCnt: encourageCnt + incEncourage, bossChallengeCnt: bossChallengeCnt + incChallenge }, {}); encourageCnt = userGuild.encourageCnt; bossChallengeCnt = userGuild.bossChallengeCnt; } return { myChallengeCnt: bossChallengeCnt, myEncourageCnt: encourageCnt } } export function getRanks(ranks: {roleId: string; score: number; time: number; job: number;}[], roleId: string ) { ranks.sort(function(a, b) { return b.score - a.score + a.time - b.time; }); let myRank = {}; let lastRanks = ranks.map(({roleId: battleRoleId, score }, index) => { if (roleId == battleRoleId) { myRank = { roleId, score: zoomOutDamageWithoutRadix(score), rankLv: index + 1 }; } return {roleId: battleRoleId, score: zoomOutDamageWithoutRadix(score), rankLv: index + 1}; }); return { ranks: lastRanks, myRank } } /** * 获得排名区间奖励 * @param rankLv */ export function getArmyBossRankReward(rankLv: number) { let armybossRankReward = getArmyBossRank(); for (let item of armybossRankReward) { if (item.rankMin <= rankLv && (rankLv <= item.rankMax || item.rankMax == -1)) { return item.reward; } } } /** * 将玩家加入到正在挑战boss队列中 * @param code * @param serverId * @param roleId */ export async function addBossInstance(code: string, serverId:number, roleId: string) { let hisOnlineInfo = await getRoleOnlineInfo(roleId); if(hisOnlineInfo.isOnline) { let key = 'serverId_' + serverId + 'guildCode_' + code; let value = roleId+ '|' + hisOnlineInfo.sid; await saddAsync(key, [value]); } } /** * 给当前正在挑战的玩家下发血量同步信息 * @param code * @param serverId * @param bossHp * @param isDelKey */ export async function pushBossHpMessage(code: string, serverId:number, bossHp:number, isDelKey?: boolean ) { let key = 'serverId_' + serverId + 'guildCode_' + code; let members = await smembersAsync(key); let uids = members.map(member=>{ let arr = member.split('|'); let uid = arr[0]; let sid = arr[1]; return {uid, sid}; }); sendMessageToUsersWithSuc(PUSH_ROUTE.BOSS_HP_UPDATE, { bossHp: zoomOutDamage(bossHp) }, uids); if (isDelKey) { delAsync(key); } } /** * 检查该玩家当前是否正在挑战boss的队列中 * @param code * @param serverId * @param roleId * @param battleCode */ export async function checkBossBattleMemberExists(code: string, serverId:number, roleId: string, battleCode:string ) { let hisOnlineInfo = await getRoleOnlineInfo(roleId); let key = 'serverId_' + serverId + 'guildCode_' + code ; let value = roleId+ '|' + hisOnlineInfo.sid; let flag = await sismemberAsync(key, value); if (!flag) { const battleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode, true); if(!battleRecord || battleRecord.status != 0 || roleId != battleRecord.roleId) { return false; } await addBossInstance(code, serverId, roleId); flag = true; } return flag; } /** * 成员退出,删除boss关排行信息 * @param guildCode * @param roleId */ export async function removeBossRank(guildCode: string, roleId: string) { await BossInstanceModel.removeBossRank(guildCode, roleId); } function getBossSubAttrCe(hid: number, secondAttrLevel: number, bossLevel: number) { let newAttribute = new AttributeCal(); newAttribute.setLv(bossLevel); let subAttr = gameData.towerPvpSubAttr.get(secondAttrLevel); if(subAttr) newAttribute.setByWarJson(hid, subAttr.secondAtr); let newCe = newAttribute.calCe(); return newCe; } export async function getBossHp(serverId: number, guildCode: string, dicBossBaseWar: {warId: number, bossHp: number, bossHpRatio: number }, bossLv: number) { let { warId, bossHp: minBossHp, bossHpRatio } = dicBossBaseWar; console.log('getBossHp', warId, minBossHp, bossHpRatio) let serverRecord = await ServerRecordModel.findTodayData(serverId); if(!serverRecord) return { ratio: 1, bossHp: zoomInDamage(minBossHp) }; let activeGuilds = serverRecord.activeGuilds||[]; let myGuild = activeGuilds.find(cur => cur.guildCode == guildCode); let playerAtkResult = await getPlayerAtkAvg(myGuild); if (!playerAtkResult) return { ratio: 1, bossHp: zoomInDamage(minBossHp) }; // *军团的玩家人数=开启前一天军团内登录的玩家数 // *单个玩家的平均攻击力=军团前一天活跃玩家中最强6人排名前10的玩家的最强6人的攻击之和/10 let { playerAtkAvg, playerCnt, activeCe } = playerAtkResult; // 倍数按开服天数变化 let ratio = await getBossHpRatioByServer(BOSS_HP_RATIO_TYPE.BOSS_RATIO, serverId); // *单个玩家10回合造成的总伤害=单个玩家的平均攻击力*倍数*10 let player10Damage = playerAtkAvg * ratio * 10; // boss血量=单个玩家10回合造成的总伤害*军团的玩家人数*2 let bossHp = Math.floor(player10Damage * playerCnt * 2); let B = getB(warId, bossLv, activeCe, playerCnt); if(B < 1) { B = 1; bossHp = minBossHp; } if(bossHp < minBossHp) { B = 1; bossHp = minBossHp; } saveGuildBossHpLog(serverId, warId, guildCode, { minBossHp, bossHpRatio, ratio, playerAtkAvg, player10Damage, activeCe, playerCnt, B, bossHp }) return { ratio: B, bossHp: zoomInDamage(bossHp) }; } function getB(warId: number, bossLv: number, activeCe: number, playerCnt: number) { let dicWar = gameData.war.get(warId); if (!dicWar) return 1; let actorId = gameData.heroIdByWar.get(warId); let subCe = getBossSubAttrCe(actorId, dicWar.secondAttrLevel, bossLv) let B = (activeCe/playerCnt/6 - subCe)/GUILDACTIVITY.GATEACTIVITY_ENEMYCE; return B; } async function getPlayerAtkAvg(myGuild: GuildRecord) { if (!myGuild) return false; let playerAtkSum = 0, playerCnt = 0, activeCe = 0; if (myGuild) { let activePlayers = myGuild.players || []; activePlayers.sort((a, b) => b.ce - a.ce); for (let i = 0; i < 10; i++) { if (!activePlayers[i]) break; let onePlayerAtkSum = 0, heroCnt = 0; let { roleId, topLineup = [], topLineupCe = 0 } = activePlayers[i]; let attrByHid = await getHeroesAttributes(roleId); for (let { hid } of topLineup) { let atk = attrByHid.get(hid)?.getAtk() || 0; onePlayerAtkSum += atk; heroCnt++; } if (heroCnt == 0) continue; // 基本不可能,但是以防NaN playerAtkSum += onePlayerAtkSum / heroCnt * 6; playerCnt++; activeCe += topLineupCe; } } if (playerCnt == 0) return false; let playerAtkAvg = playerAtkSum / playerCnt * 10; return { playerAtkAvg, playerCnt, activeCe }; } export async function getBossHpRatioByServer(type: BOSS_HP_RATIO_TYPE, serverId: number) { let serverOpenTime = await getServerCreateTime(serverId); let serverZeroPoint = getZeroPointOfTime(serverOpenTime); let todayZeroPoint = getZeroPoint(); let n = Math.floor((todayZeroPoint - serverZeroPoint)/86400) + 1; return getBossHpRatio(type, n); } export function zoomInDamage(damage: number, ratio = 100) { return Math.floor(damage * ratio); } export function zoomOutDamage(damage: number, ratio = 100) { return Math.floor(damage)/ratio; } export function zoomOutDamageWithoutRadix(damage: number, ratio = 100) { return Math.floor(damage/ratio); }