import { Application, BackendSession, ChannelService, pinus } from "pinus"; import { getMedianCe, getGuildActivityStatus, getRecordScore, getGateActivityObj, sendSingleGateActEndMsg, participants, getGateActivityRank, getCityActivityObj } from "../../../services/guildActivityService"; import { resResult } from "../../../pubUtils/util"; import { STATUS, GUILD_ACTIVITY_TYPE, GUILD_POINT_WAYS, ENEMIES_TYPE, GET_POINT_WAYS } from "../../../consts"; import { UserGuildActivityRecModel } from "../../../db/UserGuildActivityRec"; import { GUILDACTIVITY } from "../../../pubUtils/dicParam"; import { GuildActivityRecordModel } from "../../../db/GuildActivityRec"; import { RoleModel, RoleType } from "../../../db/Role"; import { GuildModel } from "../../../db/Guild"; import { RankParam, GuildRankParam } from "../../../domain/rank"; import { setRank, getGuildKeyName, getRankScore, setUserGuildActivityRank, delGuildActivityRank } from "../../../services/redisService"; import { REDIS_KEY } from "../../../consts"; import { addActive } from "../../../services/guildService"; import { gameData } from "../../../pubUtils/data"; import { getGuildChannelSid } from "../../../services/chatService"; import { guildActivityStart, gateActivityEnd, cityActivityEnd } from "../../../services/timeTaskService"; import { UserGuildModel } from "../../../db/UserGuild"; export default function (app: Application) { return new GateActivityHandler(app); } export class GateActivityHandler { channelService: ChannelService; constructor(private app: Application) { this.channelService = app.get('channelService'); } private aid = GUILD_ACTIVITY_TYPE.GATE_ACTIVITY; // 蛮夷入侵id // 进入蛮夷入侵界面 async getGateActivity(msg: {}, session: BackendSession) { const roleId = session.get('roleId'); const roleName = session.get('roleName'); const serverId = session.get('serverId'); const guildCode = session.get('guildCode'); if(!guildCode) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH); let statusResult = getGuildActivityStatus(this.aid); if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid); if(!guildActivityRec) return resResult(STATUS.INTERNAL_ERR); let { code: sourceCode } = guildActivityRec; let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, this.aid); let { challengeCnt } = myGuildActivityRec; let ranks = await getGateActivityRank(guildCode, serverId, roleId, roleName); let obj = getGateActivityObj(); let gateHp = obj.getGateHpAndInc(guildCode); return resResult(STATUS.SUCCESS, { ...statusResult, challengeCnt: GUILDACTIVITY.GATEACTIVITY_CHALLENGE_TIMES - challengeCnt, gateHp, ...ranks }); } // 开启挑战 async checkBattle(msg: { heroes: number[] }, session: BackendSession) { let { heroes } = msg; if(!heroes || heroes.length <= 0) return resResult(STATUS.WRONG_PARMS); const roleId = session.get('roleId'); const roleName = session.get('roleName'); const serverId = session.get('serverId'); const guildCode = session.get('guildCode'); if(!guildCode) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH); let obj = getGateActivityObj(); let gateHp = obj.getGateHpAndInc(guildCode); if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO); let statusResult = getGuildActivityStatus(this.aid); if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); // TODO 测试完成后去掉这条判断 // if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN); let userGuild = await UserGuildModel.getMyGuild(roleId, 'job'); let guildActivityRec = await GuildActivityRecordModel.getRecord(guildCode, serverId, this.aid); if(!guildActivityRec) return resResult(STATUS.INTERNAL_ERR); let { code: sourceCode } = guildActivityRec; let myGuildActivityRec = await UserGuildActivityRecModel.getRecord(roleId, roleName, guildCode, serverId, sourceCode, this.aid); if(myGuildActivityRec.challengeCnt > 0) { return resResult(STATUS.CHALLENGE_CNT_NOT_ENOUGH); } myGuildActivityRec = await UserGuildActivityRecModel.incChallengeCnt(myGuildActivityRec.code, heroes); let { code, challengeCnt } = myGuildActivityRec; // 更新公会参与的玩家 obj.pushMembers(guildCode, serverId, roleId, userGuild.job); // 返回当前军团总军功 let guildScore = await getRankScore(REDIS_KEY.GATE_ACTIVITY, serverId, guildCode); // 前一天中位数战力 let medianCe = await getMedianCe(serverId); return resResult(STATUS.SUCCESS, { code, ...statusResult, guildScore: guildScore||0, myScore: 0, gateHp, challengeCnt: GUILDACTIVITY.GATEACTIVITY_CHALLENGE_TIMES - challengeCnt, medianCe }); } // 上报玩家获得军功 async action(msg: { code: string, round: number, record: { round: number, dataId: number }[] }, session: BackendSession) { let roleId = session.get('roleId'); let roleName = session.get('roleName'); let guildCode = session.get('guildCode'); let serverId = session.get('serverId'); let { code, round, record } = msg; let obj = getGateActivityObj(); let statusResult = getGuildActivityStatus(this.aid); if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); // TODO 测试完成后去掉这条判断 // if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN); let gateHp = obj.getGateHpAndInc(guildCode); if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO); // 计算record内得分 let memberRecord = obj.getMemberRecord(code, roleId); let scoreResult = getRecordScore(this.aid, round, record, memberRecord); if(!scoreResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); let { score, newRecords, memberRecord: newMemberRecord } = scoreResult; obj.setMemberRecord(code, newMemberRecord); // 更新redis数据 let role = await RoleModel.findByRoleId(roleId); let { lv, vLv, head, frame, spine, title } = role; let userParam = new RankParam(roleName, lv, vLv, head, frame, spine, title); let myScore = await setUserGuildActivityRank(REDIS_KEY.USER_GATE_ACTIVITY, guildCode, serverId, roleId, score, Date.now(), userParam); let guild = await GuildModel.findByCode(guildCode, serverId); let leader = guild.leader; let params = new GuildRankParam(guild.icon, guild.name, guild.lv, leader); let guildScore = await setRank(REDIS_KEY.GATE_ACTIVITY, serverId, guild.code, score, Date.now(), params, true); // 更新数据库 let rec = await UserGuildActivityRecModel.pushRecord(code, newRecords, round); return resResult(STATUS.SUCCESS, { code: rec.code, ...statusResult, guildScore: guildScore||0, myScore: myScore||0, gateHp }); } // 上报敌军攻打城门情况 async hitGate(msg: { code: string, damage: number }, session: BackendSession) { let roleId = session.get('roleId'); let guildCode = session.get('guildCode'); let serverId = session.get('serverId'); let { code, damage } = msg; let obj = getGateActivityObj(); let gateHp = obj.getGateHpAndInc(guildCode); if(gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO); let statusResult = getGuildActivityStatus(this.aid); if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); // TODO 测试完成后去掉这条判断 // if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN); gateHp = obj.getGateHpAndInc(guildCode, -1 * damage); if(gateHp <= 0) { // 推送 停止活动并结算奖励 await sendSingleGateActEndMsg(guildCode, serverId); } // 推送 城门血量 let chatSid = await getGuildChannelSid(guildCode); pinus.app.rpc.chat.guildRemote.pushGateHp.toServer(chatSid, guildCode, gateHp); // 返回当前军团总军功 let guildScore = await getRankScore(REDIS_KEY.GATE_ACTIVITY, serverId, guildCode); let myScore = await getRankScore(getGuildKeyName(REDIS_KEY.USER_GATE_ACTIVITY, guildCode), serverId, roleId, true); return resResult(STATUS.SUCCESS, { code, ...statusResult, guildScore, myScore, gateHp }) } // 结束挑战 async battleEnd(msg: { code: string, isSuccess: boolean }, session: BackendSession) { let roleId = session.get('roleId'); let roleName = session.get('roleName'); let guildCode = session.get('guildCode'); let serverId = session.get('serverId'); let { code, isSuccess } = msg; let obj = getGateActivityObj(); let statusResult = getGuildActivityStatus(this.aid); if(!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND); // 更新userGuildActivityRecord let myGuildActivityRec = await UserGuildActivityRecModel.updateInfo(code, { isSuccess, isCompleted: true }); if(!myGuildActivityRec) return resResult(STATUS.INTERNAL_ERR); // 功劳簿计算 let { record, round } = myGuildActivityRec; let enemyCnt = 0, littleBossCnt = 0, bossCnt = 0; for(let { enemyType, round: r } of record) { if(enemyType == ENEMIES_TYPE.ENEMY || enemyType == ENEMIES_TYPE.ELITE_ENEMY ) { enemyCnt ++; } else if (enemyType == ENEMIES_TYPE.LITTLE_BOSS) { littleBossCnt ++; } else if (enemyType == ENEMIES_TYPE.BOSS) { bossCnt ++; } } if(isSuccess) { let score = gameData.gateActivityPoint.get(GET_POINT_WAYS.DEFENSE_SUCCESS); // 更新redis数据 let role = await RoleModel.findByRoleId(roleId); let { lv, vLv, head, frame, spine, title } = role; let userParam = new RankParam(roleName, lv, vLv, head, frame, spine, title); await setUserGuildActivityRank(REDIS_KEY.USER_GATE_ACTIVITY, guildCode, serverId, roleId, score, Date.now(), userParam); let guild = await GuildModel.findByCode(guildCode, serverId); let leader = guild.leader; let params = new GuildRankParam(guild.icon, guild.name, guild.lv, leader); await setRank(REDIS_KEY.GATE_ACTIVITY, serverId, guild.code, score, Date.now(), params, true); } // 发放活跃 await addActive(roleId, serverId, GUILD_POINT_WAYS.ACTIVITY); //获得活跃值 // 返回当前军团总军功 let guildScore = await getRankScore(REDIS_KEY.GATE_ACTIVITY, serverId, guildCode); let myScore = await getRankScore(getGuildKeyName(REDIS_KEY.USER_GATE_ACTIVITY, guildCode), serverId, roleId, true); let gateHp = obj.getGateHpAndInc(guildCode); obj.delMemberRecord(code); let info = { round, enemyCnt, littleBossCnt, bossCnt, isSuccess } return resResult(STATUS.SUCCESS, { code, ...statusResult, guildScore, myScore, gateHp, info }) } // ! 测试接口 async debugGetPrivate(msg: { }, session: BackendSession) { let guildCode = session.get('guildCode'); console.log(guildCode); let serverId = session.get('serverId'); let res = getGateActivityObj().getObj(guildCode, serverId); return resResult(STATUS.SUCCESS, res) } // ! 测试接口 async test(msg: { sourceType: number, sourceCode: string }, session: BackendSession) { let guildCode = session.get('guildCode'); let serverId = session.get('serverId'); // await GuildActivityCityModel.declare(serverId, 1, guildCode); let {sourceType, sourceCode} = msg; let result = await participants(guildCode, sourceType, sourceCode); return result; // let result = await setMedianCe(); // return resResult(STATUS.SUCCESS, {result}); } // ! 测试接口 async debugIncChallengeCnt(msg: { }, session: BackendSession) { let roleId = session.get('roleId'); let res = await UserGuildActivityRecModel.updateInfoByRoleId(roleId, { challengeCnt: -100 }); return resResult(STATUS.SUCCESS, { challengeCnt: GUILDACTIVITY.GATEACTIVITY_CHALLENGE_TIMES - (res?.challengeCnt||0) }); } // ! 测试接口 async debugStartActivity(msg: { aid: number }, session: BackendSession) { let { aid } = msg; let dic = gameData.guildActivity.get(aid); let result = await pinus.app.rpc.systimer.systimerRemote.guildActivityStart.toServer('systimer-server-1', dic); if(!result) { return resResult(STATUS.GUILD_ACTIVITY_IS_OPEN) } return resResult(STATUS.SUCCESS); } // ! 测试接口 async debugEndActivity(msg: { aid: number }, session: BackendSession) { let { aid } = msg; if(aid == GUILD_ACTIVITY_TYPE.GATE_ACTIVITY) { await pinus.app.rpc.systimer.systimerRemote.gateActivityEnd.toServer('systimer-server-1'); } else if (aid == GUILD_ACTIVITY_TYPE.CITY_ACTIVITY) { await pinus.app.rpc.systimer.systimerRemote.cityActivityEnd.toServer('systimer-server-1'); } else if (aid == GUILD_ACTIVITY_TYPE.RACE_ACTIVITY) { await pinus.app.rpc.systimer.systimerRemote.raceActivityEnd.toServer('systimer-server-1'); } return resResult(STATUS.SUCCESS); } async debugDelRedis(msg: { aid: number }, session: BackendSession) { let { aid } = msg; let map = new Map(); let guilds = await GuildModel.findAllGuild('serverId code'); for(let { serverId, code } of guilds) { if(map.has(serverId)) { map.get(serverId).push(code); } else { map.set(serverId, [code]); } } await delGuildActivityRank(aid, map); } // ! 测试接口 将自己添加进活动roleId里 async debugAddParticipants(msg: { aid: number }, session: BackendSession) { let roleId = session.get('roleId'); let guildCode = session.get('guildCode'); if(!guildCode) return resResult(STATUS.GUILD_NOT_FOUND); let serverId = session.get('serverId'); let { aid } = msg; await GuildActivityRecordModel.getRecord(guildCode, serverId, aid); let userGuild = await UserGuildModel.getMyGuild(roleId); let result = await GuildActivityRecordModel.updateInfo(guildCode, { memberCnt: 1, members: [{ roleId, job: userGuild.job }], auctionType: aid + 1 }); return resResult(STATUS.SUCCESS, { sourceType: result.auctionType, sourceCode: result.code }); } }