import { MemComBtlTeam } from './../../../domain/battleField/ComBattleTeamField'; import { difference } from 'underscore'; /* * @Author: 梁桐川 * @Date: 2020-11-30 15:05:48 * @Last Modified by: 梁桐川 * @Last Modified time: 2021-08-27 17:47:56 */ import { IT_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, COM_TEAM_STATUS, COM_BTL_CONST, CONSUME_TYPE, COM_BTL_QUALITY, MSG_SOURCE, QUALITY_TYPE, ROLE_SELECT, TASK_TYPE, KING_EXP_RATIO_TYPE, ITEM_CHANGE_REASON } from './../../../consts'; import Role, { RoleModel } from '../../../db/Role'; import { STATUS } from '../../../consts/statusCode'; import { Application, BackendSession } from 'pinus'; import { resResult, getRandSingleEelm } from '../../../pubUtils/util'; import { RoleStatus, ComBattleTeamModel, ComBattleTeamType, BossHp, ComRoleStatusHero } from '../../../db/ComBattleTeam'; import { ItemModel, ItemType } from '../../../db/Item'; import { addItems, handleCost } from '../../../services/rewardService'; import { checkRoleInQueue, rmRoleFromQueue, setTeamSearchReq } from '../../../services/redisService'; import { getRandBlueprtId, clearComBtlTimer, getFrd, updateRobotHurtByTime, comBtlLvInvalid, clearRobotHurtTimer, setDismissTimer, dismissTeam, handleComBtlProgress, getComBattleFriendAdd, teammateInBlackList, blueprtIdValid, createComTeamData, hasEnoughBlueprt, addRoleToTeam, addRoleStToTeam, addValidSearchingRoles, validToJoin, addRobotsToTeam, addRobotsLater, teamIsFullToStart, oneTeamNotInBlack, getAllAssistCnt } from '../../../services/comBattleService'; import { setAp } from '../../../services/actionPointService'; import { roleLevelup } from '../../../services/normalBattleService'; import { addUserToChannel, getSimpleRoleInfo } from '../../../services/roleService'; import { ChannelUser } from '../../../domain/ChannelUser'; import { pushComBtlTeamMsg, pushFriendTeamInviteMsg, pushNormalItemMsg, pushTeamInviteMsg } from '../../../services/chatService'; import { EXTERIOR } from '../../../pubUtils/dicParam'; import { getZeroPointD, getTimeFunD } from '../../../pubUtils/timeUtil'; import { FriendParams } from '../../../domain/roleField/friend'; import { checkTask, checkTaskWithGoods } from '../../../services/taskService'; import { gameData, getWarByBlueprtId } from '../../../pubUtils/data'; import { HeroModel } from '../../../db/Hero'; export default function(app: Application) { return new ComBattleHandler(app); } export class ComBattleHandler { constructor(private app: Application) { this.app.set('teamMap', this.teamMap); this.app.set('teamDisTimer', this.teamDisTimer); this.app.set('robotHurtTimer', this.robotHurtTimer); } 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 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 if (!blueprtIdValid(blueprtId)) return resResult(STATUS.COM_BATTLE_BLUEPRT_INVALID); const enoughBlueprt = await hasEnoughBlueprt(roleId, sid, blueprtId); if (!enoughBlueprt) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_ENOUGH); const roleInfo = await RoleModel.findByRoleId(roleId, null, true); const { lv, topLineupCe } = roleInfo; if (lv < COM_BTL_CONST.ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH); if(ceLimit && ceLimit > topLineupCe * (1 + COM_BTL_CONST.ROBOT_CE_RATIO)) { return resResult(STATUS.COM_BATTLE_CREATE_CE_LIMIT) } let channelService = this.app.get('channelService'); let channel = channelService.getChannel(teamCode, true); // 创建队伍数据结构 let comTeam: MemComBtlTeam = createComTeamData(teamCode, pub, blueprtId, roleId, ceLimit); addRoleToTeam(comTeam, roleInfo, true, false); addUserToChannel(channel, new ChannelUser(roleId, sid)); // 将正在匹配的符合要求的玩家加入队伍,并推送入队消息 await addValidSearchingRoles(comTeam, channelService); // 队伍数据持久化 const team = await ComBattleTeamModel.createTeam(comTeam); if (!team) { channel.destroy(); return resResult(STATUS.COM_BATTLE_CREATE_ERR); } this.teamMap.set(teamCode, comTeam); // 倒计时一定时间给队长匹配机器人 if (pub === true) { await addRobotsLater(comTeam, roleInfo, this.teamMap, this.teamDisTimer, channel); } setDismissTimer(comTeam, this.teamMap, roleId, this.teamDisTimer, channel); return resResult(STATUS.SUCCESS, { teamCode, roleStatus: comTeam.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 sid = session.get('sid'); const { qualityArr, lvRange = 1 } = msg; const roleInfo = await RoleModel.findByRoleId(roleId, null, true); const { lv } = roleInfo; let { topLineupCe = 1000 } = roleInfo; 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 teams = await ComBattleTeamModel.getOtherTeamByQualityAndSt(roleId, qualityArr, COM_TEAM_STATUS.DEFAULT, lvRange, topLineupCe); const team: ComBattleTeamType = await oneTeamNotInBlack(teams, roleId); if (team && team.roleIds.length < 3 && team.status === COM_TEAM_STATUS.DEFAULT && team.roleIds.indexOf(roleId) === -1 && team.blacklist && team.blacklist.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); // 创建队伍 let blueprtId = getRandBlueprtId(qualityArr).pop(); let comTeam: MemComBtlTeam = createComTeamData(teamCode, false, blueprtId, 'robot', 0) let { quality } = gameData.goods.get(blueprtId); let isFrd = await getFrd(roleId, quality); // 将玩家加入队伍 addRoleToTeam(comTeam, roleInfo, false, isFrd); let channelService = thiz.app.get('channelService'); let channel = channelService.getChannel(teamCode, true); addUserToChannel(channel, new ChannelUser(roleId, sid)); // 创建并添加机器人 await addRobotsToTeam(comTeam, roleId, topLineupCe, lv, thiz.teamMap, thiz.teamDisTimer, channel, 2); await ComBattleTeamModel.createTeam(comTeam); thiz.teamMap.set(teamCode, comTeam); // 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 (teamIsFullToStart(teamStatus)) return resResult(STATUS.COM_BATTLE_MEMBER_LIMIT); if (teamStatus.roleIds.indexOf(roleId) !== -1) return resResult(STATUS.COM_BATTLE_DUP_ENTER); if (teamStatus.blacklist.indexOf(roleId) != -1) return resResult(STATUS.COM_BATTLE_BE_KICKED); let { lv = 1, head = EXTERIOR.EXTERIOR_FACE, topLineupCe = 0, frame = EXTERIOR.EXTERIOR_FACECASE, spine = EXTERIOR.EXTERIOR_APPEARANCE } = await Role.findByRoleId(roleId, null, true); let { quality } = gameData.goods.get(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 (topLineupCe < teamStatus.ceLimit) { return resResult(STATUS.COM_BATTLE_CE_LIMIT); } if (!isFrd) { isFrd = await getFrd(roleId, quality); } // 加入队伍 if (!validToJoin(teamStatus, roleId)) return resResult(STATUS.COM_BATTLE_TEAM_INVALID); let roleStatus = new RoleStatus(roleId, roleName, false, isFrd, head, frame, spine, topLineupCe, lv); const team = await ComBattleTeamModel.addRole(teamCode, roleStatus); if (!team) { return resResult(STATUS.COM_BATTLE_JOIN_ERR); } addRoleStToTeam(teamStatus, roleStatus); // 推送队伍信息给所有玩家 let channelService = this.app.get('channelService'); let channel = channelService.getChannel(teamCode, false); addUserToChannel(channel, new ChannelUser(roleId, sid)); channel.pushMessage('onTeamJoin', resResult(STATUS.SUCCESS, {teamInfo: teamStatus})); setDismissTimer(teamStatus, this.teamMap, roleId, this.teamDisTimer, channel); 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: number[] }, 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}); } /** * ! deprecate * @description 队伍准备 * @param {{teamCode: string, heroes: number[]}} msg * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async teammateReady(msg: {teamCode: string, heroes: number[]}, session: BackendSession) { let roleId = session.get('roleId'); let { teamCode, heroes: hids } = msg; let teamStatus = this.teamMap.get(teamCode); if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) return resResult(STATUS.COM_BATTLE_TEAM_INVALID); const heroDBs = await HeroModel.findByHidRange(hids, roleId); const heroes = heroDBs.map(hero => { return new ComRoleStatusHero(hero); }); 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: number[]}} msg 队伍编号;阵容 * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async setupHeroes(msg: {teamCode: string, heroes: number[], battleCode: string}, session: BackendSession) { let roleId = session.get('roleId'); let { teamCode, heroes: hids, battleCode = 'default' } = msg; if (!hids || hids.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); const heroDBs = await HeroModel.findByHidRange(hids, roleId); const heroes = heroDBs.map(hero => { return new ComRoleStatusHero(hero); }); 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); } }); if(roleId === teamStatus.capId) { // 队长移除队友,并把他加入黑名单 teamStatus.blacklist.push(roleIdToRm); } // 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: string[] = 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 curTeamStatus = thiz.teamMap.get(teamCode); if (validToJoin(curTeamStatus)) { let roleSt: RoleStatus; for (let st of curTeamStatus.roleStatus) { if (st.roleId === roleId) { roleSt = st; } } if (!roleSt) return; let { topLineupCe, lv } = roleSt; await addRobotsToTeam(curTeamStatus, roleId, topLineupCe, lv, thiz.teamMap, thiz.teamDisTimer, channel, 3 - curTeamStatus.roleIds.length); } }, 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 channelService = this.app.get('channelService'); let channel = channelService.getChannel(teamCode, false); let result = await dismissTeam(teamStatus, this.teamMap, roleId, this.teamDisTimer, channel); 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 roleName = session.get('roleName'); 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); await getComBattleFriendAdd(teamStatus.roleStatus); 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); // // 将藏宝图加回去 // await addItems(roleId, roleName, sid, [{ id: team.blueprtId, count: 1 }]) 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: number[], 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: number[], curRnd: number}, session: BackendSession) { let roleId = session.get('roleId'); let { teamCode, killed, bossHurts, curRnd } = msg; let teamStatus = this.teamMap.get(teamCode); if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) { return resResult(STATUS.SUCCESS); } 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.SUCCESS); } } // 重置总血量,计算真实伤害 let actBossHurts: {dataId: number, hurtHp: number}[] = []; 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 const roleSt = teamStatus.roleStatus.find(st => st.roleId === roleId); roleSt.totalDmg += totalHurtHp; if (killed && killed.length) { roleSt.killed = Array.from(new Set([...roleSt.killed, ...killed])); } 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 ip = session.get('ip'); 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 = getWarByBlueprtId(blueprtId); if (!warInfo) return resResult(STATUS.BATTLE_MISS_INFO); let role = await RoleModel.findByRoleId(roleId, 'lv'); let apJson = await setAp(roleId, ip, role.lv, -1 * warInfo.cost, sid, ITEM_CHANGE_REASON.COM_BATTLE_END); // 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.push({ id: dropEquipId, count: 1 }); // } // } await ComBattleTeamModel.updateRewardSt(teamCode, roleId, true); const goods = await addItems(roleId, roleName, sid, roleSt.fixReward, ITEM_CHANGE_REASON.COM_BATTLE_END); let actordata = await roleLevelup(KING_EXP_RATIO_TYPE.BATTLE, roleId, warInfo.kingExp, session);// 主公升级经验 // 任务 await checkTaskWithGoods(roleId, sid, TASK_TYPE.COM_BATTLE_DROP, goods); return resResult(STATUS.SUCCESS, { battleGoods: goods, ...actordata, teamInfo: {status, teamCode, roleStatus, bossHpArr} }); } async getComBtlStatus(msg: {teamCode: string}, session: BackendSession) { let { teamCode } = msg; let roleStatus: RoleStatus[], status: number, bossHpArr: BossHp[], timeout: boolean; 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 timef = getTimeFunD(); let teams = await ComBattleTeamModel.getTeamByRoleAndTime(roleId, null, timef.getBeforeDayWithHour(2)); 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: number[]}} msg 藏宝图Id数组,可选参数 * @param {BackendSession} session * @returns * @memberof ComBattleHandler */ async getBlueprtCount(msg: {ids: number[]}, session: BackendSession) { let roleId = session.get('roleId'); let { ids } = msg; let blueprts: ItemType[]; 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 cnt = await getAllAssistCnt(roleId); 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 cnt = await getAllAssistCnt(roleId); const blueprts = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.BLUEPRT); return resResult(STATUS.SUCCESS, { blueprts, assistCnt: cnt }); } async sendTeamMsg(msg: { teamCode: string, type: number, content: string, targetRoleId: string, targetMsgCode: string }, session: BackendSession) { let roleId = session.get('roleId'); let roleName = session.get('roleName'); const { teamCode, type, content, targetRoleId, targetMsgCode } = msg; const result = await pushComBtlTeamMsg(teamCode, roleId, roleName, type, MSG_SOURCE.TEAM_ROLE, content, targetRoleId, targetMsgCode); if (!result) { return resResult(STATUS.WRONG_PARMS); } return resResult(STATUS.SUCCESS); } /** * @description 一键邀请,自动在世界频道发送消息 * @param {{ teamCode: string }} msg * @param {BackendSession} session * @memberof ComBattleHandler */ async autoInvite(msg: { teamCode: string }, session: BackendSession) { let roleId = session.get('roleId'); let roleName = session.get('roleName'); let serverId = session.get('serverId'); const { teamCode } = msg; let teamStatus = this.teamMap.get(teamCode); if(!teamStatus) return resResult(STATUS.WRONG_PARMS); const { msgDataWorld, msgDataGuild } = await pushTeamInviteMsg(roleId, roleName, serverId, teamCode, teamStatus.blueprtId); if (!msgDataWorld || !msgDataGuild) return resResult(STATUS.WRONG_PARMS); return resResult(STATUS.SUCCESS); } /** * @description 邀请队友 * @param {{ teamCode: string, targetRoleId: string }} msg * @param {BackendSession} session * @memberof ComBattleHandler */ async inviteTeammate(msg: { teamCode: string, targetRoleId: string }, session: BackendSession) { let roleId = session.get('roleId'); let roleName = session.get('roleName'); const { teamCode, targetRoleId } = msg; let teamStatus = this.teamMap.get(teamCode); if(!teamStatus) return resResult(STATUS.WRONG_PARMS); const msgData = await pushFriendTeamInviteMsg(roleId, roleName, teamCode, teamStatus.blueprtId, targetRoleId); if (!msgData) return resResult(STATUS.WRONG_PARMS); const roleInfo = await getSimpleRoleInfo(targetRoleId); let index = teamStatus.blacklist.indexOf(targetRoleId); if(index != -1) { teamStatus.blacklist.splice(index, 1); } return resResult(STATUS.SUCCESS, {...msgData, roleInfo}); } /** * @description 最近组队过的队友列表 * @param {} msg * @param {BackendSession} session */ async getRecentTeammates(msg: { }, session: BackendSession) { let roleId = session.get('roleId'); const teams = await ComBattleTeamModel.getTeamByRoleAndTime(roleId, null, getZeroPointD()); let roleIdList = new Array(); for(let { roleIds } of teams) { for(let r of roleIds) { if(r != roleId) roleIdList.push(r); } } const roles = await RoleModel.findRoleByField('roleId', roleIdList, ROLE_SELECT.SHOW_SIMPLE, true); let result = new Array(); for(let role of roles) { if(role.quitTime == role.loginTime) { let r = new FriendParams(role); result.push(r); } } return resResult(STATUS.SUCCESS, { list: result }); } /** * @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 serverId = session.get('serverId'); const { original } = msg; // 原材料检查 let originalQuality: number, originalSum: number = 0; for(let {id, count} of original) { const goodInfo = gameData.goods.get(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 = gameData.blurprtCompose.get(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(...dicCompose.coinNum); // 消耗藏宝图和寻宝币 let costResult = await handleCost(roleId, sid, original, ITEM_CHANGE_REASON.BLUEPRT_COMPOSE); if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); const targetList = gameData.blueprt.get(dicCompose.targetQuality); const target = getRandSingleEelm(targetList); const reward = [{id: target, count: 1}]; const goods = await addItems(roleId, roleName, sid, reward, ITEM_CHANGE_REASON.BLUEPRT_COMPOSE); if (dicCompose.targetQuality >= QUALITY_TYPE.ORANGE) { const { name } = gameData.goods.get(target); pushNormalItemMsg(roleId, roleName, serverId, MSG_SOURCE.ORANGE_BLUEPRT_COMPOSE, target, name); } await checkTask(roleId, sid, TASK_TYPE.COM_BATTLE_BLUEPRT, 1, true, { quality: dicCompose.targetQuality }); return resResult(STATUS.SUCCESS, { goods, costGold: 0 }); } }